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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High Water Mark
Eastern Front #111
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 13th Panzer Division
Soviet Union 60th Rifle Brigade
Display
Balance:



Overall balance chart for EFDx111
Total
Side 1 2
Draw 1
Side 2 1
Overall Rating, 5 votes
5
4
3
2
1
3.6
Scenario Rank: 318 of 940
Parent Game Eastern Front
Historicity Historical
Date 1942-09-19
Start Time 08:00
Turn Count 18
Visibility Day
Counters 105
Net Morale 1
Net Initiative 1
Maps 4: 1, 2, 3, 8
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 100
AAR Bounty 171
Total Plays 4
Total AARs 1
Battle Types
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Terrain Mods
Scenario Requirements & Playability
Eastern Front Base Game
Introduction

In the broad valley of the Terek River the Axis advance into the Soviet Union made one of its deepest penetrations. At Elkhotovo - northern endpoint of the only two highways crossing the Caucacus ridgeline - the Germans threw their panzers into a desperate attempt to clear the key crossroads.

Conclusion

The 60th Rifle Brigade proved to be no match for the battle-tested German panzers. The German attack cleared the Soviet riflemen from their positions and pushed them into the foothills of the Sunza Range. Reinforcements came up to fill in the resulting gap, and the Germans made no further progress in their drive to Asia.


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
  • 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.
  • Prime Movers: Transports which only transport towed units and/or leaders (May not carry personnel units). May or may not be armored (armored models are open-top). All are mechanized. (SB)

Display Order of Battle

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

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 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 993

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (1)

Eastern Front 111 English & Spanish
Author david manresa (Soviet Union)
Method Face to Face
Victor Draw
Participants wciudadanow
Play Date 2012-02-14
Language English
Scenario EFDx111

(Nota: Después del texto en inglés, está en español.)

As far as we know the furthest point reached ever by German land forces during WWII was the shores of Caspian Sea in a small saboutage action over the railway Baku-Astrakhan. In Panzergrenadier series, however, the furthest scenario would be, we think, this Elkhotovo village and outskirts whose occupation by Wehrmacht is the goal of the play. That would mean that the most east-southern hex reached by a German counter in this scenario would represent the furthest land point from Berlin in our PG universe. Only this consideration makes this scenario worth to play.

Initial disposal

German began in the north of the road. Russian set forces in the three villages meaning to split German forces and waiting for the actual development of the battle to leave or reinforce any of them. Russian spread the Anti-tank weapons all over the map: in the hill, in the north of “Village 2”, one dug-in in between village 2 and 1, and in villages 1 and 3. His goal was that every armored advance of the Germans exposed them to crossed AT fire, since Germans have many tanks but Russians are well provided of AT.

Development

German attacked first village 3 and then 1, and finally occupied them. All armoured cars and many infantry loaded trucks were destroyed very easily by direct or crossed AT fire. Some tanks suffered similar fate. The German plan was to take first these 2 villages and then turn all his power to the big village 2.

End

German took too many turns to conquer villages 3 and 1. The battle ended when, although with plenty enough forces to take it, German forces were just getting close to village 2, with final Soviet victory. Not less than 6 turns ended quickly by fog of war.

Conclusions

Although Russian is well provided with AT fire, German forces are definitely superior, and quite enough to beat local resiliance. The real challenge for German commander is time. More precisely, the scarce of it. For this reason we would recommend German player:

1.- Not to agree with the (always optional) rule of the fog of war. German player needs to play all the turns in completeness.

2.- German player should think in this battle like in two different but simultaneous ones, and split his forces in two big groups. One, mainly formed up of infantry walking through the open (and AT fire sweeped) plain to village 2 (trucks should be unload as soon they reach AT range). The other, with major presence of tanks should attack first village 3, later village 1, avoiding the wide exposed plain.

Good luck everyone and best greetings from Spain...

Y ahora en la lengua de Cervantes:

Hasta donde sabemos, el lugar más alejado de Alemania que llegaron a pisar las fuerzas de tierra germanas fue las orillas del Mar Caspio durante una pequeña incursión de sabotaje de la línea de ferrocarril Bakú-Astrakán. Sin embargo, en el juego del Panzergrenadier, ese lugar remoto es esta aldea de Elkhotovo cuya ocupación es la condición de victoria alemana. Eso significa que el hexágono más al sudeste que alcance una ficha alemana en este escenario representa el lugar más alejado de Berlín que un jugador alemán puede alcanzar en el universo PG. Sólo esta consideración hace que valga la pena jugar este escenario.

Disposición inicial

Los alemanes se desplegaron al norte de la carretera. Los rusos desplegaron sus fuerzas en los tres poblados, para forzar la división de fuerzas y acciones del enemigo, esperando el desarrollo de la batalla para abandonar o reforzar cualquiera de ellos. El ruso desplegó las armas anticarro en toda la extensión del escenario: en la colina, al norte del “Pueblo 2”, en una posición improvisada (“dug-in”, vaya) entre el pueblo 2 y el 1, y en los pueblos 1 y 3. Su intención era que cualquier avance blindado supusiera una exposición a un fuego AT cruzado. Los alemanes disponen de una aterradora cantidad de carros, pero los rusos no andan mal de armas contra ellos.

Desarrollo

El jefe alemán decidió dirigir todas sus fuerzas primero a los pueblos 3 y 1. Todos los coches acorazados y muchos camiones cargados con infantería fueron destruidos con suma facilidad por fuego AT cruzado o incluso directo. Algunos tanques sufrieron la misma suerte. El plan alemán era tomar primero estos dos poblados y luego dirigir toda su potencia contra el gran pueblo 2.

Final

Los alemanes necesitaron muchos turnos para conquistar los pueblos 3 y 1. La batalla terminó cuando, aunque con fuerzas suficientes para tomarlo, los alemanes apenas se habían acercado al pueblo 2. La victoria soviética fue inapelable. Al menos media docena de turnos concluyeron súbitamente por niebla de guerra.

Conclusiones

Aunque los rusos están bien provistos con fuego AT, las fuerzas alemanas son ampliamente superiores, y más que suficientes para vencer la resistencia rusa. El reto de verdad para el jugador alemán es el tiempo... en concreto su escasez. Por esta razón, recomiendo al jugador alemán:

1.- No aceptar que rija la regla (siempre opcional) de la niebla de guerra. Es absolutamente imperativo para el alemán poder jugar todos sus turnos completos.

2.- El alemán debe plantear esta batalla como dos completamente independientes y dividir sus fuerzas en dos: una formada principalmente por infantería que avanzaría a pie por la llanura abierta batida por un fuego AT al que es inmune, hasta el pueblo 2 (los camiones deben abandonarse tan pronto lleguen al alcance del fuego AT). La otra fuerza, formada principalmente por carros, debe ocuparse primero del pueblo 3 y luego del 1, evitando su exposición al llano.

Buena suerte a todos, saludos desde Manresa,

David

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