Panzer Grenadier Battles on November 21st:
Desert Rats #16 - The Panzers Pull Back Desert Rats #19 - The Panzers Return
Desert Rats #17 - The Tomb Of Sidi Rezegh Jungle Fighting #7 - Line Of Departure
Desert Rats #18 - A Pibroch's Skirl South Africa's War #5 - Irish Eyes
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Moscow is Behind Us
Eastern Front #79
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 2nd "Vienna" Panzer Division
Soviet Union 15th Guards Rifle Division
Soviet Union 8th Guards Rifle Division
Display
Balance:



Overall balance chart for EFDx079
Total
Side 1 2
Draw 0
Side 2 1
Overall Rating, 4 votes
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Eastern Front
Historicity Historical
Date 1941-11-16
Start Time 08:00
Turn Count 30
Visibility Day
Counters 74
Net Morale 0
Net Initiative 1
Maps 2: 1, 6
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 85
AAR Bounty 159
Total Plays 3
Total AARs 3
Battle Types
Delaying Action
Road Control
Rural Assault
Conditions
Off-board Artillery
Severe Weather
Scenario Requirements & Playability
Eastern Front Base Game
Introduction

As the Germans pushed toward Moscow, the Red Army fought more fanatically to hold their lines and drive the invaders back. Raw formations of poorly-armed men and women, with little or no training, rushed to the front and suffered enormous casualties. Maj. Gen. Ivan Vasilyevich Panfilov's 316th Rifle Division, a Kazakh unit formed during the summer, hurriedly dug in across the Volokolamsk Highway. "Russia is huge," commissar V.K. Klochkov exhorted the 28 soldiers in his post, "but there is nowhere to retreat. Moscow is behind us."

Conclusion

The stand made by Panfilov's men on the Volokolamsk Highway became one of the Red Army's epic acts of mass heroism. Repeated tank attacks were met by infantry close assaults, as the 316th gave no ground and through them back. Most of Klochkov's men fell, but by days end the wrecks of 50 panzers littered the front lines. Two days later the 316th was re-christened 8th Guards Rifle Division in honor of their achievements.


Display Relevant AFV Rules

AFV Rules Pertaining to this Scenario's Order of Battle
  • Vulnerable to results on the Assault Combat Chart (7.25, 7.63, ACC), and may be attacked by Anti-Tank fire (11.2, DFT). Anti-Tank fire only affects the individual unit fired upon (7.62, 11.0).
  • AFV's are activated by tank leaders (3.2, 3.3, 5.42, 6.8). They may also be activated as part of an initial activating stack, but if activated in this way would need a tank leader in order to carry out combat movement.
  • AFV's do not block Direct Fire (10.1).
  • Full-strength AFV's with "armor efficiency" may make two anti-tank (AT) fire attacks per turn (either in their action segment or during opportunity fire) if they have AT fire values of 0 or more (11.2).
  • Each unit with an AT fire value of 2 or more may fire at targets at a distance of between 100% and 150% of its printed AT range. It does so at half its AT fire value. (11.3)
  • Efficient and non-efficient AFV's may conduct two opportunity fires per turn if using direct fire (7.44, 7.64). Units with both Direct and AT Fire values may use either type of fire in the same turn as their opportunity fire, but not both (7.22, 13.0). Units which can take opportunity fire twice per turn do not have to target the same unit both times (13.0).
  • Demoralized AFV's are not required to flee from units that do not have AT fire values (14.3).
  • Place a Wreck marker when an AFV is eliminated in a bridge or town hex (16.3).
  • AFV's do not benefit from Entrenchments (16.42).
  • AFV's may Dig In (16.2).
  • Open-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables, but DO take step losses from X and #X results (7.25, 7.41, 7.61, BT, DFT). If a "2X" or "3X" result is rolled, at least one of the step losses must be taken by an open-top AFV if present.
  • Closed-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables. Do not take step losses from Direct or Bombardment Fire. If X or #X result on Fire Table, make M morale check instead (7.25, 7.41, 7.61, BT, DFT).
  • Closed-top AFV's: Provide the +1 modifier on the Assault Table when combined with infantry. (Modifier only applies to Germans in all scenarios; Soviet Guards in scenarios taking place after 1942; Polish, US and Commonwealth in scenarios taking place after 1943.) (ACC)
  • Tank: all are closed-top and provide the +1 Assault bonus, when applicable
  • APC – Armored Personnel Carrier: These are Combat Units, but stack like Transports. They can transport personnel units or towed units. They are not counted as combat units for the +1 stacking modifier on the Direct Fire and Bombardment Tables (4.4). They may be activated by regular leaders and tank leaders (1.2, 3.34, 4.3, 5.43). They do not provide the +1 Assault bonus (ACC).

Display Order of Battle

Germany Order of Battle
Heer
  • Motorized
  • Towed
Soviet Union Order of Battle
Army (RKKA)
  • Towed

Display Errata (6)

6 Errata Items
Overall balance chart for 20

The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 486

The Pz IVe appearing in the original Panzer Grenadier game had an Anti tank value of 4-7. As of Afrika Korps (2002), continuing onward through the 3rd and 4th edition games, the anti tank value has been 4-4.

(plloyd1010 on 2016 Jul 25)
Overall balance chart for 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(Shad on 2010 Dec 15)
Overall balance chart for 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)
Overall balance chart for 951

The reduced direct fire value in Kursk: Burning Tigers is 4-4.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 993

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (3)

Worth a Replay
Author gulatum (Germany)
Method Dual Table Setup + Voice Chat
Victor Germany
Participants davidthedad (AAR)
Play Date 2012-08-21
Language English
Scenario EFDx079

The Germans advanced straight up the road and were surprised at the Russian dispositions- nearly all the Russian infantry was dug-in, out in the open either on or straddling the road in front of the woods. Their machine guns were in the larger woods, sighted mostly down the road at the advancing Germans, and their AT guns... well, they weren't anywhere to be seen. Yet.

The Germans had some trouble with their advance- mostly due to misplay on my part- my leaders always seemed to be in the wrong place; I moved a leader independently of his platoon and he succumbed to a 2 in opportunity fire; an entire platoon of engineers was lost to opportunity fire as they retreated after failing a recovery attempt for demoralization; the Russians even taught the Germans a new trick about on-board artillery- they disrupted and demoralized more men with 2 shots at 8 and 1 shot at 12 than by rolling once under 21. However, once the Germans got their act together, the panzers and infantry working together easily began ripping apart the Russian infantry positions in assaults. Russian counterattacks took their toll by knocking out half a panzer platoon, but the Germans ground forward. The Russian AT guns, placed in the smaller forest, waited until the panzers were within range and opened up with even shots to no effect. Needless to say, the AT guns were taken out over the next two turns by the German artillery. The SPW 251s could now run amok with the AT threat removed. The Russians conceded after losing 14 or so steps compared to the German loss of 6.

The Germans definitely have the firepower, the leadership, the artillery support and the time to accomplish the objective of this scenario- get those pesky Russians away from the road. The Russians, who were mostly on the road, just couldn't withstand the German juggernaut out in the open. It's an unbalanced scenario, surely. But it's a scenario in which the Russians need to figure out how to use the woods and their fanaticism to neutralize all those German advantages. In this play, they didn't.

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Let's try again!
Author davidthedad (Soviet Union)
Method Dual Table Setup + Voice Chat
Victor Germany
Participants gulatum (AAR)
Play Date 2012-08-21
Language English
Scenario EFDx079

Giving the enemy artillery the ability to hit the Soviet artillery with for maximum results was a major mistake. Where to place your artillery in this scenario is difficult. It will be destroyed once found, since it can not be moved. The Germans are slowed only by the fear of moving into the artillery blindly and once found lost all fear of the Soviets. So the slaughter began: SPW251s, Infantry and Tanks all in the same square all firing or assaulting was deadly. Also the place of the infantry dug in outside of the forest was to protect the location of the srtillery for as long as possible. This lead to the premature death of many units. I am trying this again.

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Hide in the Woods
Author NBGB
Method Solo
Victor Soviet Union
Play Date 2020-11-13
Language English
Scenario EFDx079

I read the AAR's after I had played to see how others had done. I was very surprised that no one tried to spread out in the woods and maintain direct fire on the road in depth. Seemed obvious as snow slowed movement by 1 hex and the Soviet rifle platoons could reach the road with DF from the woods. Combined with 8/8 morale it seemed like a few turns to demoralize or force each unit to retreat. Put the AT guns in the front to stop the APC's from getting a good start and put the 120 mortar deep in the woods where no one will get it. The Huns had 48 OBA, but it was relatively ineffective. That 8/8 morale mitigates a lot of demoralize and disruptions.

The Germans struck through a small gap in the South. They had their armor go out in front to attack the AT guns. They needed to get a leader around the trees to spot the AT guns for OBA. The SPW's had to stay far away as 1.5 AT range would have decimated them. The infantry advanced on foot at 2 hexes/turn anf the MG's at one hex/turn until the ATG were eliminated. Then the battle was on when the infantry came in and engaged. The woods provided excellent cover against DF and many small troop movements in the woods kept them protected. In the end there were just too many platoons scattered and guarding the road. Another hour may have produced a Hun victory but not guaranteed. A good solo scenario, but pretty slow action.

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