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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Gaytolovo
Eastern Front #107
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 366th Infantry Regiment
Soviet Union 122nd Tank Brigade
Soviet Union 376th Rifle Division
Display
Balance:



Overall balance chart for EFDx107
Total
Side 1 1
Draw 1
Side 2 0
Overall Rating, 3 votes
5
4
3
2
1
2.67
Scenario Rank: --- of 940
Parent Game Eastern Front
Historicity Historical
Date 1942-08-22
Start Time 22:00
Turn Count 24
Visibility Night
Counters 134
Net Morale 0
Net Initiative 1
Maps 4: 1, 2, 3, 8
Layout Dimensions 172 x 112 cm
68 x 44 in
Play Bounty 175
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Inflict Enemy Casualties
Rural Assault
Urban Assault
Conditions
Off-board Artillery
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Eastern Front Base Game
Introduction

South of lake Lagoda the soviet 2nd Shock Army launched an offensive toward Leningrad, then surrounded by Axis troops. The Germans held only a narrow wedge between the city and the Soviet forces outside, and here Ge. Kiril Meretskov planned to break the stranglehold. Meretskov apparently did not know the Germans had shipped in numerous reinforcements in preparation for their own attack on the cradle of the revolution.

Conclusion

The Germans withdrew into a small woods and held out for three days until relieved by a German counterattack. The Soviet offensive failed to break the siege of Leningrad, but did stop the planned German assault on the city.


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

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 54

The movement allowance on the counters in Airborne is misprinted. It should be "3."

(rerathbun on 2012 Jan 30)

Display AARs (1)

Myasorubka kholm
Author plloyd1010 (Soviet Union)
Method Face to Face
Victor Draw
Participants WightTiger
Play Date 2011-09-05
Language English
Scenario EFDx107

We played engagement double-blind. Considering that it is a night battle, that means a lot of groping around. We determine before the game that this a scenario for Russians to lose. (Of course if someone knows a realistic was for the Soviets to kill 65 German combat steps, without losing 35, I’m listening.)

The German defense plan is to make a strong stand on the 40 meter hill, delay along the road after the hill falls, then make a final stand in the town on board 1. The Germans on the western side of the hill are dug in. There are interdiction and delay troops to the south of the hill and in the woods on board 3. The Soviet attack aims mostly at the hill. The forces required to enter board 3 will sweep the woods and march toward the town on board 1.

The Soviets enter the boards in an advance my opponent describes ad “disturbing regular”. In actuality, the confusion reigns behind my observation points, especially in the south wing. German troops move forward and occupy the eastern side of the hill. The soviets move up and begin assaulting before the Germans can dig in.

The south wing sweeps through the board 3 woods as 2 German infantry, who were demonstrating as something larger, retreat to the woods on board 1. The eastern slope of the 40 meter hill almost falls with some lucky Soviet and unlucky German rolls.

Adolf (first identified German leader) and 2 INF steps die in 2-0812. 'B'ettcher and 2 HMGs from 0713 quickly reinforce 0812, setting up a seasaw melee that will last for most of the game. The StugIIIb and and INF have moved onto the hilltop to protect the, now exposed, AA gun. 'C'laus is holding a flankin redoubt at 'C'laus.

My T34 and BT7s chase infantry, who were bluffing before, around the junction of boards 3 & 8, until the infantry finally escapes to the board 1 woods. The KV1 and T60 rush around the hill to get at the Stug. Meanwhile, Soviet INFs have assaulted the Stug and its friends and are now trying to survive while an AT gun is manhandled into position for a shot. The AT gun gets off a couple shots before being suppressed and killed by artillery. The KV1-T60 group blunders into a AT position as they drive around the hill. The T60 is dead before they can get to out and over to the hill.

Eventually 2-0616 falls, after holding out for much longer than either of us had expected. The T34 makes it to the opposite side of the Stug, along with a AT gun and a BT7. The Stug dies in the crossfire. The hill position is finally collapsing. The infantry column, coming from board 3 cuts the road on board 1. Russian artillery makes amazingly short work of an infantry position on the north side of the board 1 woods.

We call the game at turn 18. I've lost 33 points of steps and don't intend to press the attack further. My opponent has lost 28. It has been an enjoyable myasorubka kind of fight. Had the Soviet victory conditions been better thought out, it would make a much better scenario.

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