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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Siberian Night Attack
Eastern Front #85
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 112th Infantry Division
Soviet Union 239th "Siberian" Rifle Division
Display
Balance:



Overall balance chart for EFDx085
Total
Side 1 1
Draw 0
Side 2 3
Overall Rating, 4 votes
5
4
3
2
1
2.75
Scenario Rank: --- of 940
Parent Game Eastern Front
Historicity Historical
Date 1941-11-20
Start Time 22:00
Turn Count 14
Visibility Night
Counters 72
Net Morale 0
Net Initiative 2
Maps 1: 8
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 75
AAR Bounty 171
Total Plays 4
Total AARs 1
Battle Types
Inflict Enemy Casualties
Patrol
Surprise Attack
Conditions
Hidden Units
Minefields
Off-board Artillery
Severe Weather
Terrain Mods
Scenario Requirements & Playability
Eastern Front Base Game
Introduction

Even before the official start of the Soviet Moscow counter-offensive. local operations probed for German weaknesses. A carefully planned attack by the 239th Siberian Rifle Division hit the German 112th Infantry Division. Led by 20 tanks, the Siberians quickly overran the forward German positions.

Conclusion

The Soviet attack surprised the Germans and forced a panicked withdrawal. The retreat halted several miles behind the original positions. The Siberians achieved all of their objectives. The Nazi nightmare was only beginning.


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).
  • 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
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable

Display Order of Battle

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

Display Errata (4)

4 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 63

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

(Shad on 2010 Dec 15)
Overall balance chart for 532

The StuG IIb appearing in the original Panzer Grenadier game had an Anti tank value of 4-7. As of Eastern Front Deluxe (2005), continuing onward through the 3rd and 4th edition games, the anti-tank value has been 4-4.

(plloyd1010 on 2022 Jul 21)
Overall balance chart for 951

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

(plloyd1010 on 2015 Jul 31)

Display AARs (1)

Soviet night attack makes little progress
Author waynebaumber
Method Solo
Victor Germany
Play Date 2018-09-22
Language English
Scenario EFDx085

Oh dear, this 14 turn small scenario shows a Soviet night attack on a German defensive line and the blurb say how well the Red Army did in real life but it is hard to see how can this be shown in this scenario. Snow is in effect for this scenario reducing all moves by 1. This mean that the Soviet HMG's will take at least 9 turns out of 14 to get to the German lines, FOW permitting. Even the T34s if they go it alone will take 3 turns to close with the Germans. The Germans will have completed digging by then and with four mined hexes should be able to deal with a lone armour thrust easily. The VCs state are way too tough for the Siberians given the parameters of the scenario. As a puzzle for the solitaire player it may grab your attention for a while otherwise avoid.

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