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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Vorontsovo II
Eastern Front #95
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 16th Infantry Division
Soviet Union 10th Tank Brigade
Soviet Union 169th Rifle Division
Display
Balance:



Overall balance chart for EFDx095
Total
Side 1 1
Draw 0
Side 2 2
Overall Rating, 3 votes
5
4
3
2
1
3.67
Scenario Rank: --- of 940
Parent Game Eastern Front
Historicity Historical
Date 1942-01-20
Start Time 11:00
Turn Count 24
Visibility Day
Counters 105
Net Morale 0
Net Initiative 0
Maps 4: 1, 2, 8
Layout Dimensions 112 x 43 cm
44 x 17 in
Play Bounty 103
AAR Bounty 165
Total Plays 3
Total AARs 2
Battle Types
Rural Assault
Urban Assault
Conditions
Off-board Artillery
Severe Weather
Terrain Mods
Scenario Requirements & Playability
Eastern Front Base Game
Introduction

After the Soviet breakthrough of 18 January, the Germans assembled for a counterattack force composed of a weak tank battalion (barely the size of a company) and a small infantry force. No help from higher echelons appeared.

Conclusion

The German attack managed to cut off the Soviet spearheads, trapping many Soviet troops behind German lines. These units immediately began to lay plans to break out back to their own lines.


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
  • Assault Gun: if closed-top, 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 Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.
  • Prime Movers: Transports which only transport towed units and/or leaders (May not carry personnel units). May or may not be armored (armored models are open-top). All are mechanized. (SB)

Display Order of Battle

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

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 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 (2)

Germans Roll Through Town
Author BarbHemian
Method Solo
Victor Germany
Play Date 2011-02-05
Language English
Scenario EFDx095

The German attack succeeded in destroying the Russian force in the small town by using AT fire and assaults.....All the KV-1's were out of action, prompting the remaining infantry to retreat to the large center town. The Germans surrounded the center town and overwhelmed the remaining Russian forces with combined arms and OBA.

1 Comment
2022-10-19 11:34

I'm soloing this one right now and it is a real slog with the heavy snow rules reducing movement to almost nothing. Not sure how it is going to be possible to root out Russians from (2) towns and cover the span of (4) boards to get the Russians off of the east edge of the board. Going to try strategic movement if possible. Everything is bunched together.

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Snowbound
Author NBGB
Method Solo
Victor Soviet Union
Play Date 2022-10-19
Language English
Scenario EFDx095

This scenario has some good points, but the victory conditions aren't one of them. It is a 4 mapper. There are 3 towns, one each on three boards. Both sides have to try and control two towns. The Nazi horde also has to try and keep any Russian units from within 5 hexes on the east side. There is major snow. Visibility is 9 hexes regardless of terrain which is 90% flat. Movement is severely reduced with foot minus 1, track minus 3, wheel -4. There is no way in my mind the Germans can even come close to winning this one. No FOW is even thinkable in this scenario.

Playing solo is ok with this one for a while though. This scenario does a good job of showing what a tough fight it is in these conditions. There are only 24 turns and one road that goes the length of the battlefield so no way the Germans can ever get their units that start on the western side all the way across. They have a strong infantry force on the west edge near a town and enter anywhere from the south edge with a fairly strong armor force. Not that great because of severely limited mobility. I tried to think if the Germans could have two separate attacks. The west town is a forgone conclusion for a battle. There is a town right near the southern edge that looks enticing, but the Russians can set up very close and so that's not a freebie either.

The Germans didn't have enough power in my opinion to take either close town with their split force so I tried to link up and take the west town with both forces and then use strategic movement to at least take another town. No way to get all the way to the eastern edge and remove the token Russian half infantry platoon there. Maybe get a draw.

This was over almost from the get go. The Russians had initiative and occupied the west town before the Germans could get there. They had SMG units and 4 platoons of KV1's to hold that town. The Germans tried to assualt from the west and bring armor from the south in a pincer. Total disaster as th KV's blasted the Pz lll and iv's as the terrain approaching the town was wide open and movement was only 2 hexes at a time.

There is a forest next to the town but the Russians got there first and denied that cover. Combine excellent AT rolls from the KV's with deadly 30 point artillery and the Germans took 16 step losses to the Russian 2. Many assaults were tried in the woods to get some cover but the die roll modifiers and the weakening of the assault forces on approach were devastating.

Called this one at 1PM after 8 turns as most of the armor was gone and the assaults were ugly. General winter was really the commander in this scenario.

0 Comments
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