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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Crimean Shield
Eastern Front #102
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 22nd Panzer Division
Soviet Union 400th Rifle Division
Soviet Union 55th Tank Brigade
Display
Balance:



Overall balance chart for EFDx102
Total
Side 1 0
Draw 2
Side 2 2
Overall Rating, 5 votes
5
4
3
2
1
3
Scenario Rank: 761 of 940
Parent Game Eastern Front
Historicity Historical
Date 1942-03-20
Start Time 08:00
Turn Count 30
Visibility Day
Counters 65
Net Morale 0
Net Initiative 0
Maps 2: 5, 8
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 82
AAR Bounty 159
Total Plays 4
Total AARs 3
Battle Types
Inflict Enemy Casualties
Road Control
Rural Assault
Scenario Requirements & Playability
Eastern Front Base Game
Introduction

When the new 22nd Panzer Division arrived in the Crimean in the spring of 1942, army commander Erich von Manstein ordered it to hurry to the front for an immediate attack on the Soviets holding the Kerch peninsula. So far, the Germans had deployed no panzer units on the Crimean front, and the army command seems to have hoped to catch the Red Army by surprise.

Conclusion

The newest German panzer division collapsed at its first taste of combat, reeling back without doing much damage to the Soviets. Manstein quickly withdrew it for what he called "rest" in his post-war memoirs but actually consisted of the large-unit training the division should have had before leaving Germany. None of the panzer divisions formed after the invasion of the Soviet Union preformed very well, though the 22nd proved to be the worst of the lot, as the front line units called on to provide cadres gleefully dumped their incompetents and malcontents on the new units.


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
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)

Display Order of Battle

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

Display Errata (5)

5 Errata Items
Scen 102

The lack of Soviet tank leaders is correct. Alan Sawyer checked with Doug McNair for confirmation.

(vince hughes on 2011 Jan 17)
Overall balance chart for 495

One unit from Eastern Front has a direct firepower of 3-5 on its reduced side instead of the normal 4-5

(garbare83686 on 2023 Nov 26)
Overall balance chart for 537

Two German PzJr. 1 counters have their full strengths printed on the back, and reduced strengths on the front.

(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 (3)

Look out for the little guys.
Author Greg SW
Method Solo
Victor Draw
Play Date 2010-08-22
Language English
Scenario EFDx102

I don't have time for an extensive AAR but.. The game was very close and unlikely die-roles changed things radically. In the end the four Soviet ATRs dug in within two hexes of the road prevented the Germans from winning. There were three left the last turn. two were taken care of but the last half-strength ATR rolled a snake eyes for a recovery role and was able to stay in place. Had it failed it would have retreated to more than two hexes away from the road and the Germans would have won.

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Can Anybody Achieve More Than A Draw ?
Author vince hughes (Germany)
Method Face to Face
Victor Draw
Participants waynebaumber (AAR)
Play Date 2011-02-15
Language English
Scenario EFDx102

Played face to face with my regular opponent Wayne Baumber and this took 2 sessions to complete. This was chosen randomly from EFD via a dice roll exercise. It requires the Germans to enter the board and basically clear the road of any Soviets. For their part, the Soviets are nicely dug in across it

This involved the 22nd Panzer Division, a dividion formed up allegedly of many other divisions cast offs. As a result, most battles involving these troops often display lower-moraled units. Today, they were to attempt to drive away Soviet forces that were covering the main road of advance, and for once, on the Crimean front, the Russians would have to face a Panzer Division.

The Red Army had deployed right across the road and were well dug-in. These troops were from the 400th Rifle Division and a company of powerful T34's from the 55th Tank Brigade. The Germans 38t's advanced with infantry support close by and set about clearing the first line of enemy strewn out along a kilometre plus. They would do this whilst staying out of the effective range of the enemy T34's. Initially, a couple of BT7's were knocked out with the other two of their comrades sent running away for cover. The attack on the infantry then started around 0900 hrs, and the first enemy casualties began to be inflicted circa 0915. Though casualties were inflicted regularly, it was a very slow and methodical process and the Germans were surprised that the Russians did not try anything offensively themselves. Instead, they stubbornly sat there and awaited there turn to be evicted, albeit under protest each time.

At one point, a few teams of infantry armed with ATR's revealed themselves at the edge of some wheatfields. These then loosed off some shots at the 38t's supporting the German infantry. Though the attack came as a surprise, for the Germans, it was fortunately unsuccessful. The 38t's turned on these hapless gunners, and began to quell them mercillesly, disposing of 3 platoons of them in pretty short order. After this, about 1045 there was a brief lull as the Germans began reforming themselves for another assualt on the dug-in line. Their casualties had been few, just 50 troopers, with the Soviet losses to this point about 125 men.

At 1130 hours the German attack was relaunched, and slowly and surely they grinded away at the enemy defences. However, the company of T34's dug-in on the hilltop inhibited the German tank movements and eventually, as the Panzer 38t's became embroiled in closer assaults, the T34's even began knocking out some of the German tanks. The attack continued for 2 hours, but as the afternoon passed, it became obvious that the defenders would not be dislodged on this day. Similarly, the Russians had shown no intent to drive off the attackers from the area and both sides settled for a stalemate. The battle would need to resume at a later point when one side or other perhaps received reinforcements. For today, the battle would be drawn. Final casualties, Germans 75 men and 6 tanks (9 step equivalents), Russians 380 men, 4 tanks (24 step equivalents)

Can this battle be won by either side ? With reasonable competent commanders, I would wager no side should lose this battle. Though a positive result seems hard to achieve, the battle itself is an interesting one. The Russian has no tank leaders and must therefore set them up in the best defensive position. I think Wayne did this in a place where they could command the field and ward off German tanks from getting too close. For the Germans, with very few infantry available, he must co-ordinate his tanks to work well with the infantry and be prepared to use their MG's and HE far more often than perhaps usual. This gets a 3 from me. A 2 might have been normal in such a no-win situation for each side, but the extra point was gained by the interest value

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A score draw
Author waynebaumber (Soviet Union)
Method Face to Face
Victor Draw
Participants vince hughes (AAR)
Play Date 2011-02-15
Language English
Scenario EFDx102

Dug in Red Army troops with T34 support have to hold the road, against good quality German infantry supported by Pz38t. To win the Germans have to clear the road, for the Soviets to win they have to keep clear Board 5 from German units. Both victories look hard for either player, and I set up to ensure I would at least hold the road with my infantry dug in under the guns of the leaderless T34's dug in on the hills behind them. I was going for the draw from turn one if an opportunity arose to take the battle to the Hun I would grasp it. It did not and although the German commander tried to whittle away my dug in troops and did push the first line back using long range MG fire from his tanks, he could not risk coming into normal range of the dug in RKKA tanks and this scenario kind of petered out into low odds shooting with neither of us wishing to risk much more.

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