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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Attack on Stalingrad
Eastern Front #110
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 71st Infantry Division
Soviet Union 70th Guards Rifle Division
Display
Balance:



Overall balance chart for EFDx110
Total
Side 1 2
Draw 0
Side 2 1
Overall Rating, 3 votes
5
4
3
2
1
4.33
Scenario Rank: --- of 940
Parent Game Eastern Front
Historicity Historical
Date 1942-09-14
Start Time 11:30
Turn Count 24
Visibility Day
Counters 69
Net Morale 1
Net Initiative 3
Maps 3: 1, 2, 8
Layout Dimensions 86 x 84 cm
34 x 33 in
Play Bounty 104
AAR Bounty 171
Total Plays 3
Total AARs 1
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Entrenchments
Minefields
Off-board Artillery
Randomly-drawn Aircraft
Terrain Mods
Scenario Requirements & Playability
Eastern Front Base Game
Introduction

As the German LI Infantry Corps approached the outskirts of Stalingrad, its 71st Infantry Division ran into the first of the defensive works ringing the city. The 194th Infantry Regiment attempted to penetrate the defenses near a railway station. The 101st Heavy Howitzer Battalion and a number of Stuka dive bombers provided strong support.

Conclusion

Amid desperate fighting, the Germans advanced with the help of artillery and air support. By the early afternoon the railway station had been taken.


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)
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable

Display Order of Battle

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

Display Errata (6)

6 Errata Items
Scen 110

24 turns, not 124.

(plloyd1010 on 2010 Sep 16)
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)
Overall balance chart for 951

The reduced direct fire value in Kursk: Burning Tigers is 4-4.

(plloyd1010 on 2015 Jul 31)

Display AARs (1)

The Boxcar Defense
Author PaperTiger
Method Solo
Victor Soviet Union
Play Date 2012-02-21
Language English
Scenario EFDx110

This was an action of "shoulds." I should have named this report "So Near the Volga." Instead I wound up naming it after an old gambler's term for rolling a "12" when shooting dice.

The Germans should have won. They had the resources, including armor, air, and some potentially devastating artillery support. They had formed into two groups: A northern group to hammer its way to the gates of the city and a southern group to take the small village, swing northeast and attack the city from a second direction. The Soviets waited behind a crescent of minefields running in an arc from the woods to the north to the village on the south, too thinly spread out to be truly effective. Their troops were equally spread out, hoping to hold out until reinforcements came. The depleted forces in the small village hoped to go down fighting and perhaps slow down the enemy's southern attack force. The troops in the city covered its perimeter as best they could and held the barest of reserves.

However, this engagement from the outset clearly showed the amazing difference between what should have happened and reality. High dice rolls started against the Germans early and never stopped:

1) Soviet artillery was incredibly effectual. Within three turns of being spotted, the Germans had lost five steps from it by outright kills or failed second morale checks.

2) The Soviet reinforcements came fast and furious. In the first three turns they received an additional six platoons and three LTs. (Actually, two LTs and a hastily cross-trained 8-0-0 Kommissar. The Red Army had for the moment ran out of LTs.) Later that afternoon, three full HMG platoons entered the fray in three turns.

3)The fog of war was distressingly thick. It shut down many of the turns, often very early. It left units lagging behind and delayed badly needed morale checks. It left the Germans with much to do and less time to do it in.

4) Morale was low on both sides that day. Both needed more time to rally. This hurt the German agenda far more than the Soviets'.

In the end, a depleted and demoralized German attack force made a half-hearted effort to take the city. It barely made it to the outskirts. Seeing their chance, Soviet forces made a heroic assault on the enemy as they approached. The casualties they inflicted on the Germans were enough to satisfy the Soviet VC.

Someday I'd like to replay this scenario, just to see if the Germans could do better. Maybe I should bring a pair of loaded dice.

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