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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Infantry Attacks
Eastern Front #109
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 13th Panzer Division
Soviet Union 275th Rifle Division
Display
Balance:



Overall balance chart for EFDx109
Total
Side 1 7
Draw 0
Side 2 0
Overall Rating, 7 votes
5
4
3
2
1
2.86
Scenario Rank: 810 of 940
Parent Game Eastern Front
Historicity Historical
Date 1942-09-14
Start Time 06:00
Turn Count 13
Visibility Day
Counters 63
Net Morale 1
Net Initiative 0
Maps 1: 2
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 86
AAR Bounty 153
Total Plays 7
Total AARs 4
Battle Types
Delaying Action
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Reinforcements
Scenario Requirements & Playability
Eastern Front Base Game
Introduction

At the height of the Axis invasion of the Caucasus, German panzer troops gathered for a renewed effort to seize the important oil-producing centers of the region before winter arrived. At the village of Nizhny Kurp, the Soviets launched a spoiling attack against one of these concentrations in hope of disrupting the coming attack.

Conclusion

The Germans threw back the Soviet attack, wrecking the 275th Rifle Division. The division could no longer hold its place in the line and two weak rifle brigades took over its positions. Less then a week later 13th Panzer Division rolled over them.


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

Display Order of Battle

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

Display Errata (3)

3 Errata Items
Overall balance chart for 2

Two 105mms (ID#s 1204, 1205) have "16-31" fire values in black (direct fire), when they should be in white (indirect fire).

(Shad on 2010 Dec 15)
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)

Display AARs (4)

Infantry Attacks, but not well
Author mo caraher
Method Solo
Victor Germany
Play Date 2011-05-21
Language English
Scenario EFDx109

Tough, tough, tough on the Russians. Despite favourable odds in terms of sheer numbers, crossing open ground is never an easy thing, and that's exactly what the Sov's had to do in order to dislodge the smaller but determined Germans occupying the town. Attempts to use the mortars and heavy guns to soften the German forces did little and, perhaps unwisely, the Soviets pressed on into the town to attempt to get close enough to assault. Only a few Russian units made to the town unscathed, leaving far too diluted a force pool to launch anything like a reasonable attack. German counterattacks were ineffective, as well, so the Russians at least had a small window to try to rally and attack once more. In the end, time simply ran out; each time the Russians would rally and attempt to reinforce an assault hex, another unit would fall into disorder and precious momentum would never be gained. Result: Overwhelming German victory, with only 1½ steps lost and half the town still in their possesion, vs. 10 steps lost for the Russian side.

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Insufficient Materials
Author TheDoctor
Method Solo
Victor Germany
Play Date 2014-02-20
Language English
Scenario EFDx109

Setup: The Germans setup on the southern edge of town, spread out over four hexes, awaiting the Soviet assault.

Play: The Soviets enter on the southern map edge, and they send their cavalry up the west side, while the anti-tank guns move to the hills to setup and take shots at the German armor. The infantry force moves up the center towards the German defenses. The guns unlimber as the main force and cavalry arrive at the edge of the Germans' range.

The cavalry decide to charge the western most Germans, but only two of the three make it, the third being completely destroyed by German opportunity fire. As they charge, the main force moves up adjacent to the Germans, but this time the opportunity fire is less effective and the Soviets begin to exchange fire with the Germans.

After several turns of ineffective fire between the Germans and the Soviets, the Soviets assault across the southern half of the town, and they quickly begin to suffer heavy losses, due to the combined armored-infantry tactics of the Germans, and the lower morale of the Soviets. They fight back and do some damage, taking out a few steps, but by the end of the game, the Soviets make no progress in the town.

Result: German Victory

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A Miserable Debut
Author Andreas (Germany)
Method Face to Face
Victor Germany
Participants unknown
Play Date 2017-09-30
Language English
Scenario EFDx109

After reading 4th edition rules, I decided to give PG a go with an introductory scenario for the previous edition. Turned out to be a mistake. I went against Dmitry's Soviets. I put my 105 mm artillery at the back along with Panzers IIIs (lest they be eradicated) and gave them a screen of two platoons and a Luff. That left me with a smattering of troops to defend Nizhny Kurp proper. I also put a sacrificial Sergeant on top of the forward hill to serve as an artillery spotter.

Dmitry stormed onto the field in force trying to stomp the Sergeant who managed to call artillery twice before being overrun. Artillery strikes proved atrociously effective, killing and disrupting Soviet limbers and cavalry all around the place, lowering his initiative. When Dmitry's men finally came to grips with the Germans in the villiage, he quickly found he couldn't muster a column on assault table strong enough to hurt me. After some seesaw fighting for about 7 turns we decided to stop because that wasn't much fun.

Well, what to say? Probably the game requires more patience and finesse than we were willing to display. I certainly won't turn sour, but with my propensity to play scenarios per chronology it'll be for a while before I revisit PG (EF is finished at September 1942, RTB is still ahead in January 1945).

AAR in Russian with photos: http://tesera.ru/user/Andreas/journal/1100279

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Not Enough Ivans
Author KirkH
Method Solo
Victor Germany
Play Date 2012-11-23
Language English
Scenario EFDx109

Germans set up with 105's far north behind the small hill, the HMG on top of the southern hill, and the remaining infantry and tanks around the southern perimeter of the city. The Soviets entered the map with their artillery and mortars on the left (western) part of the map, their infantry in the center, and the cavalry and ATRs on the right. Having no cover they had to move quickly forward and after turn two the infantry had overwhelmed the German HMG on the hill. At that point though the Soviet advance ground to a halt. The German infantry in the city covered all the lines of advance and the Soviet artillery could be seen by the Germans in the city, making it easy pickings for the German on-board and off-board artillery. On turn four the Soviets used their ATR's to get the two advancing Panzer III's in a crossfire, but the ATR shots missed and the tanks retreated east of the city before any damage was done. The Soviet cavalry neaded north to try and get around te back of the Germans infantry, but was pinned down by artillery fire. On turn 7 the German reinforcements arrived and hampered the efforts of the cavalry even further. Turn seven also saw the Soviet infantry get a foothold in the city since the German infantry didn't have enough units to cover every possible approach. As the game went on the Soviets couldn't do any more though and it ended up an easy German victory. They simply didn't have enough firepower to overcome the German tactical and morale advantages. With the Soviets needing to control every hex of the large city I can't see them ever winning this one.

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