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 III
Eastern Front #98
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 16th Infantry Division
Soviet Union 10th Tank Brigade
Soviet Union 116th Rifle Division
Display
Balance:



Overall balance chart for EFDx098
Total
Side 1 1
Draw 0
Side 2 3
Overall Rating, 4 votes
5
4
3
2
1
3.5
Scenario Rank: --- of 940
Parent Game Eastern Front
Historicity Historical
Date 1942-01-22
Start Time 09:00
Turn Count 28
Visibility Day
Counters 77
Net Morale 1
Net Initiative 1
Maps 3: 1, 2, 8
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 90
AAR Bounty 165
Total Plays 4
Total AARs 2
Battle Types
Breakout
Inflict Enemy Casualties
Conditions
Entrenchments
Off-board Artillery
Reinforcements
Severe Weather
Terrain Mods
Scenario Requirements & Playability
Eastern Front Base Game
Introduction

Following an unsuccessful attempt to break out on the 21st, the Soviet force surrounded east of Karkiv attacked again on the 22nd in a desperate attempt to regain friendly lines. Though the Soviets suffered from a lack of supplies, the Germans also had gotten little help in the interim.

Conclusion

Aided by the heavy snow, Soviets smashed the German battalion trying to stand in their path. Panicked Germans ran from their positions, while exhausted Soviet riflemen and tankers staggered into 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.

Display Order of Battle

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

Soviet waves of men
Author TheDoctor
Method Solo
Victor Soviet Union
Play Date 2010-10-06
Language English
Scenario EFDx098

This was one of the first scenarios that I played. The Soviets moved their KV's down the road to the 88mm gun in the middle town, while the Germans sent their PzIII's around to outflank my tanks, having the faster of the two in the plains, with the heavy stationed on the hill to my flank. The 88mm took only one shot before being destroyed by OBA, and the tanks failed to destroy the KV's, and then were shot up. As for the reinforcements, I rolled only three rolls lower than three, and by turn 15, the opponent had forfeited, and I had exhausted the supply of INF in the Eastern Front counters. Overall a good play, but should have a limit on the Soviet reinforcements.

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Russians break out
Author Poor Yorek
Method Solo
Victor Soviet Union
Play Date 2010-06-09
Language English
Scenario EFDx098

This one was a Russian victory (German abdication) mediated by two major factors:

  1. Russian player rolled insanely for reinforcements (exhausted the unit supply by turn 12).

  2. KV-1's might as well have been Klingon battle cruisers as far as the German PzIII and PzIVs were concerned (some bad die rolling helped this perception). The 88-mm got in one shot only to then be subject to a lucky hit by Soviet OBA (nothing like good old double demoralization).

Might have to give this one another try for fairness, but the way the die rolls were going here, I felt like wearing a "DEMORALIZED" t-shirt.

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