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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Fallen Hero of Volokolamsk
Eastern Front #83
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 11th Panzer Division
Soviet Union 15th Guards Rifle Division
Soviet Union 22nd Armored train Battalion
Soviet Union 8th Guards Rifle Division
Display
Balance:



Overall balance chart for EFDx083
Total
Side 1 4
Draw 0
Side 2 1
Overall Rating, 6 votes
5
4
3
2
1
2.83
Scenario Rank: 821 of 940
Parent Game Eastern Front
Historicity Historical
Date 1941-11-18
Start Time 08:00
Turn Count 32
Visibility Day
Counters 60
Net Morale 0
Net Initiative 1
Maps 2: 4, 6
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 80
AAR Bounty 147
Total Plays 5
Total AARs 5
Battle Types
Inflict Enemy Casualties
Road Control
Rural Assault
Conditions
Off-board Artillery
Severe Weather
Terrain Mods
Scenario Requirements & Playability
Eastern Front Base Game
Introduction

On the southern flank of the316th's front, 11th Panzer Division slowly ground toward Moscow. Panfilov himself went forward to the Dubosekovo railway station to take charge of the defenses. There, he was killed by a shellburst while visiting a forward observation post. "Had Panfilov lived a few hours more," 16th Army commander Konstantin K. Rokossovsky wrote later, "he would have heard that the division he had lead so gallantly into action had been accorded the title of Guards Division".

Conclusion

The Panfilovsky, as the division's men became know throughout the Soviet Union, had held on once more. They gave some ground and yielded the railway station, but remained in good order and ready to fight again. Today, the independent republic of Kakakhstan has removed most reminders of the Soviet era except one: Panfilov Park in the capital,Almaty, with its Eternal Flame of the 28 Heroes.


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).
  • Armored Trains: see Rule 15.2 ~ 15.22

Display Order of Battle

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

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 (5)

Push to Moscow, Part II
Author TheDoctor
Method Solo
Victor Germany
Play Date 2014-03-03
Language English
Scenario EFDx083

Setup: The Soviets begin setup dug-in along the length of the railroad, with three separate groups, which allows them great coverage of the road and the best defensive position on the board.

Play: The battle progresses rather quickly as the Germans move forward, they choose to attack the Soviets piecemeal, directly all their energy, save their tanks at one Soviet outpost after another. The German armor rushes the armored train, and quickly take losses, but ultimately the train is finished.

From here, the Germans progress steadily down the road, making sure to recover before attacking, and the Soviets begin to crumble. Then on one turn, the Soviet colonel takes a bullet to the head, paralyzing the entire Soviet defense for three turns. The Germans sweep across the railroad, clearing the way for a further attack.

Result: German Victory.

0 Comments
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Just when I think I understand infantry...
Author gulatum (Soviet Union)
Method Dual Table Setup + Voice Chat
Victor Germany
Participants davidthedad (AAR)
Play Date 2012-10-25
Language English
Scenario EFDx083

...they give me a train. A train? The train looks great on paper. It can reaction fire, then it can move; it can move then fire. But it is limited to the tracks. And those tracks are awfully close to where the Germans start off...

Needless to say, I think I bungled this game regardless of whether the Germans pulled off any brilliant tactical coup or not.

I thought my defenses were sound, most of the men set up on the tracks, a few in the woods to guard the mortars. But the train was too far back to stop the SPW's and they got into the woods to the north. the Russians got lucky with a few assault rolls in the woods- as in they weren't destroyed completely and managed to cause a casualty along the way- but the Germans weren't going to be stopped. When the train was knocked out in the 12th turn, Panfilov threw up his hands in disgust and said, "I quit."

The Kommisar then rushed over and shot Panfilov for his defeatist attitude.

1 Comment
2012-10-25 20:58

I totally agree - when all things go sour I would like to throw my hands up and quit also. Unfortunatley for me - my commisar is also the MRS.....

There are punishments far more severe than lead poisoning.

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The Little Engine That Couldn't
Author KirkH
Method Solo
Victor Germany
Play Date 2022-11-09
Language English
Scenario EFDx083

Germans set up concentrated in the middle near the railroad line with a couple platoons north and south on each flank. The Soviets set up in the woods and along the tracks with a few platoons north/south of the woods dug-in. The armored train was on the western edge of map 6. The Germans began their advance through the snow and sent the tanks out onto the flanks where they were able to catch the armored train in a crossfire while it was concentrating on the troop laden halftracks. Since the Soviets had no more AT weapons the German AFV's then roamed freely aiding in the gradual reduction of the Soviet forces. By the end only a few Soviet combat units remained and the Germans had complete control of the railroad line. This play of the scenario wasn't close, but was drastically impacted by the early loss of the Soviet armored train. It would definitely be worth replaying - with more thought being given to protection of the train.

0 Comments
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EF #83 Fallen hero of Volokolamsk
Author PatC
Method Solo
Victor Soviet Union
Play Date 2010-09-12
Language English
Scenario EFDx083

Both sides set up in a central position on their respective set up boards. On the first turn both sides move foward. Soviet mortars miss activation and cannot fire. During the next two turns the forces came together between the western village & the east woods. The Axis lost two steps in the approach. One to mortar fire and one to a lucky snake eyes on the seven column. The soviet train fell back after one ineffective shot. In an exchange of fire over the next several turns the Soviets could do no wrong. The axis quickly lost 6 steps. Two assaults with armor and Infantry that looked good in planning bogged down occupying half the Axis armored force, and cost steps to boot. The two platoons of PzIIIs never could activate after the first turn becoming spectators. The Soviets did loose three steps in exchange but the Axis were still reeling. The Soviets passed most of their morale checks and when they didn't they recovered in short order. The Soviet mortars stacked together in the east wood dug in under a 9-0-0 leader was a major factor all game long. The Axis should have stacked their mobile forces together in one flanking group. With the other group driving right down the rail line. This did occur to the Axis player during set up but he considered it too much of a risk because he then could be defeated in detail. So he decided to stick together and try to power by the Soviets, which turned into a "step" bath. Thank God these are only little cardboard counters and not men.

0 Comments
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A Sudden End
Author davidthedad (Germany)
Method Dual Table Setup + Voice Chat
Victor Germany
Participants gulatum (AAR)
Play Date 2012-10-25
Language English
Scenario EFDx083

The Soviet Armored Train does slow the advance of the Germans both the infantry and the mechanized. However nothing stops a lucky throw on the dice. After The Train disrupting an advance on the soviet infanctry, German artillery hit and destroyed The Train with odds of 1 out of 12 to kill. Until then the Germans slowly moved forward with little to show for their efforts.

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