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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Podlas Attacks
Eastern Front #89
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 16th Infantry Division
Germany 299th Infantry Division
Soviet Union 14th Tank Brigade
Soviet Union 74th Guards Rifle Division
Display
Balance:



Overall balance chart for EFDx089
Total
Side 1 4
Draw 0
Side 2 0
Overall Rating, 5 votes
5
4
3
2
1
4
Scenario Rank: 96 of 940
Parent Game Eastern Front
Historicity Historical
Date 1942-01-03
Start Time 06:30
Turn Count 36
Visibility Day
Counters 83
Net Morale 0
Net Initiative 2
Maps 2: 1, 2
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 88
AAR Bounty 159
Total Plays 4
Total AARs 3
Battle Types
Urban Assault
Conditions
Off-board Artillery
Reinforcements
Severe Weather
Scenario Requirements & Playability
Eastern Front Base Game
Introduction

With the Red Army on the Offensive in front of Moscow, Stavka ordered its forces to attack all along the line. Just east of Kursk, Gen. P.K> Podlas of the 40th Army sent three divisions backed by two tank brigades against the German line. German tank and motorized forces stood in reserve.

Conclusion

The Soviet attacked ripped a hole 30 kilometers wide in the German lines as 299th Infantry Division crumbled. Mobile forces from 16th Motorized Division and 3rd Panzer Division tried to stem the tide, and the Germans did manage to contain the edges of the breakthrough. The Soviets lost some of their gains, but heavy fighting would continue here, just east of Kursk, for the next several months.


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

Display Errata (5)

5 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)
Overall balance chart for 993

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (3)

The Russians are Coming!
Author KirkH
Method Solo
Victor Germany
Play Date 2008-11-21
Language English
Scenario EFDx089

German mortar set up on 40m hill. A company of infantry and 1 AT unit was set up in the small town while the balance of the Germans set up in the city. The Soviets entered on the road with the tanks leading. The Germans rolled a 6 on turn 1, allowing their other forces to enter the city from the west. The Soviet tanks moved to the edge of the city and attacked infantry on the outskirts while their infantry moved west toward the city, ignoring the small town on board 1. The Soviets advanced west along a narrow corridor to minimize the number of German units that could fire on them. The T-34s advanced to the large city and eliminated the STG's. The German units in the small town then advanced south to meet the Soviets. After some losses the Germans fell back into the small town and the Soviets pursued. At the same time there was a battle of attrition on the east sde of the large city with both sides losing numerous steps. In the end both sides took heavy losses and the Soviets couldn't push into the city. A very good scenario that will warrant replaying.

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An inelegant victory
Author gulatum (Germany)
Method Dual Table Setup + Voice Chat
Victor Germany
Participants davidthedad (AAR)
Play Date 2012-12-09
Language English
Scenario EFDx089

The Germans blundered their way through this battle.

A good deal of the initial German forces were placed in the small town to the north, and the rest were on the road to the east of the large city, or in the city proper. I was counting on using the forces on the road as a kind of show of force, hoping that the Russians would veer to the north to capture some desperately needed town squares. As it turned out, this did work, for the Russians were, in my opinion, a bit too afraid of the AT abilities of the Germans. This position was also strengthened by a successful reinforcement die roll within the first six turns. By turn 10 or so, there were three heavy machine guns and four or five platoons entrenched on the road north and east of the town. If the Russians were going to come straight for the big town, they would eat lots of lead.

The Russians actually fought a decent fight. They stayed out of range of my machine guns, used the tanks mostly as a threat, not as cannon fodder, and they kept good order as they took the small town and advanced east of the hill toward the large town. I foolishly tried to extricate my troops from the small town when it would have been better to have them die taking down Russians with them in assaults. The entire garrison was wiped out, except for the major, who did manage to crawl back to the large town and oversee its final defense. I did however, have a good deal of luck in the town, as some of my last few troops (even when demoralized) simply refused to die. This tied up the Russians and bought the Germans time.

The Russians' only real blunder was separating the mortars and a few infantry platoons from the main body of their forces and trying to get them into the woods. Despite the loss of nearly three platoons, a German Kaempfgruppe consisting of five infantry platoons and a STG III was able to rid the woods of their presence, and still limped back to the city ready to fight.

I think by the end of the game, the Russians realized they couldn't get into the large town. Although the Germans had taken more casualties than the Russians, the Russians didn't really have enough juice or time left for urban assaults.

This scenario does pose some interesting situations for the Germans. There were few times when I wanted to be more aggressive, but I had to watch out for the 30 pt bombardments, and I had to think about the speed of those T-34s. I was lucky, though, mostly because of the early reinforcement roll. I doubt my generalship had much to do with this victory.

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Don"t divide your forces when there is a lack of leadership.
Author davidthedad (Soviet Union)
Method Dual Table Setup + Voice Chat
Victor Germany
Participants gulatum (AAR)
Play Date 2012-12-09
Language English
Scenario EFDx089

I broken a long established rule for the soviets, "Do not divide your forces". Two units of mortars and 3 infantry units went south into the woods to get a safe shot at the german held city, while the main body of the soviets army attacked the small town to the north. This led to the destruction of the southern force by a quick counter attack highly mobile and with 2 or 3 times the fire power of the southern force. This error denied the Soviets of sufficient bombardment for the rest of the day. The Soviets were able to reach the city but never able to penetrate farther than assualting an outer town square.

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