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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Debut
Eastern Front #112
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 170th Infantry division
Germany 502nd Heavy Panzer Battalion
Soviet Union 314th Rifle Division
Display
Balance:



Overall balance chart for EFDx112
Total
Side 1 2
Draw 1
Side 2 5
Overall Rating, 9 votes
5
4
3
2
1
3
Scenario Rank: 726 of 940
Parent Game Eastern Front
Historicity Historical
Date 1942-09-22
Start Time 10:30
Turn Count 12
Visibility Day
Counters 57
Net Morale 1
Net Initiative 2
Maps 2: 1, 8
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 72
AAR Bounty 147
Total Plays 8
Total AARs 5
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Severe Weather
Terrain Mods
Scenario Requirements & Playability
Eastern Front Base Game
Introduction

By mid September 1942 the Panzerkampfwagen VI, the famous Tiger, had arrived at the front. Four of the new tanks and a platoon of PzKw III's joined the 170th Infantry Division for an attack against the positions of the 2nd Shock Army.

Conclusion

The attacked gained little ground and one Tiger became stuck in the mud. The high command took the loss of a "secret" weapon very seriously and relieved the battalion commander.


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
  • Towed
Soviet Union Order of Battle
Army (RKKA)

Display Errata (6)

6 Errata Items
Scen 112

The modifier for Tiger movement is a negative die roll modifier (not positive). In other words, moving off-road is more difficult, not less.

(Shad on 2010 Apr 29)
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 484

Liberation 1944's Tiger movement and armor ratings are backwards. They should be Armor 7 and Movement 5.

(petermc on 2014 Feb 14)
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 (5)

Ol' Stuck In The Mud
Author thomaso827
Method Solo
Victor Soviet Union
Play Date 2015-09-05
Language English
Scenario EFDx112

Another relatively small scenario, this one appealed to me because of the first use of the Tiger tank. Muddy conditions took the fun out of that. A company of infantry on foot with HMGs, 3 37mm AT guns and a 50mm AT gun, but transport for only 3 of the 4 meant an infantry unit dragging a 37mm and falling further and further behind, and all those guns and their wagons seemed good for was drawing fire. The Russians need to hold a large town, and have a batalion of troops with HMGs, ATRs and mortars, plus 2 45mm AT guns and a 76.2 gun, and can set up 2 entrenchments plus anything not in town or entrenched can set up dug in. I started with the Germans on the road, which gave them a little more speed than off the road, but not by much, tanks leading with the German captain leading the stack next in line, and placed the wagons with their AT guns in the column, with a flank guard element of an LT and SGT each with 2 infantry. Russians were set up with entrencments to either side of the road intersection, each with an HMG and one of the 45mm AT guns, and each with a leader. West of the western entrenchment I placed 2 dug-in infantry, one of which was one of the single step units in the order of battle, with no leader but adjacent to the entrencment to fall under that leader's influence, while the second similar dug in force with 3 steps of infantry, and the town fully occupied by the rest, with an AT rifle in the northernmost and southernmost town hexes, and the 76.2 gun with the last single step HMG in the eastern town hex. First blood was drawn when one of the 45mm ATs took out one step of the Pz III, demoralizing the remaining step and sending it running to the rear much of the rest of the game. The Tiger succeeded in moving off the road and was joined with an infantry/HMG force to attempt to assault and destroy the eastern entrenchment. The German arty had little impact but one turn of direct fire destroyed the Russian AT gun in that entrechment and reduced the HMG. The only serious Russian casualties then took place as the Germans succeeded in taking the entrenchment, but assaults toward the western enrenchnment started costing the Germans dearly, and at the end of 8 turns, the losses were 10 steps for the Germans to only 2 for the Russians, with most of the German infantry fleeing. Even the German commander had been killed by then, so fearing the loss of the Tiger in any unsupported assault, the Germans chose the better part of valor, to live to fight another day. I had chosen the German victory of eliminating 16 steps as I thought I had a much better chance of that than in taking the whole town, but came nowhere near achieving either result. Still, a good game.

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Boing
Author Matt W
Method Solo
Victor Germany
Play Date 2012-08-11
Language English
Scenario EFDx112

The German player gets to choose their objective in this scenario. As the Russian doesn't know whether the Germans will be attacking the town or the troops themselves but they do know that the Tiger tanks are something new to be dealt with they deploy to maximize their ability to gain crossfire bonuses on the Tiger (their victory condition requires the elimination of the Tigers).

Since the conditions are for terrible mud the Tiger's movement factor is reduced to 2. This basically confines the Tiger to movement on the roads so I chose to go for control of the town as my victory condition. This would take the Tiger directly through the heavily targeted crossroads and into the face of the largest number of Soviet infantry which could attempt to assault the Tiger.

The scenario notes indicate that the actual loss of the Tigers in this battle was due to their foundering in the mud. Luckily, mine did not (there is a SSR for getting stuck) and advanced through the intersection. The sound of AT rounds bouncing off of armor must have been terrifying to the Soviets. The best shot they could muster was a minus one and that was only available on one turn as the Tigers motored on towards the town.

Once arriving at the town the Tigers stood off and started firing to reduce the morale of the defendes as the infantry came up. The Soviet captain in the town was a staunch defender of the Motherland and brought his troops out to menace the odd machines. A well placed DF attack demoralized his troops and resulted in another martyr for Communism. Now leaderless the potential attackers were quickly dispatched by DF and artillery fire. The infantry now moved in and with the help of the tanks chased the Soviets out of town.

All in all a very one sided affair. At first I thought that the choice of victory condition would hamper the solo play but the Soviets, without knowing the objective have to defend the town heavily which means that either objective will cause the Germans to attack the town in some fashion. I ended up destroying 17 steps despite the fact that my objective was to control the town.

If the Tiger had foundered in the mud this would have been a very different scenario as the Soviets would have been able to pursue an attack on the prostrate tanks. My play was more of a "2" but I give it a "3" for the might-have-beens.

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Sluggish Debut
Author TheDoctor
Method Solo
Victor Soviet Union
Play Date 2014-02-20
Language English
Scenario EFDx112

Setup: The Soviets hold the town with all their units, with at least two units in each hex. The AT guns are as close to the Germans as possible. The Germans setup as close to the Soviets as well, choosing to go for sixteen step losses to win.

Play: The Germans move towards the town quickly but the mud rules slow them down and half the game is wasted just driving to the town. The Germans immediately assault and start to do damage the Soviets. The three guns go away quickly and the Soviets trade step losses for time, but the Soviets continue to lose steps at a quick rate.

But turn ten the first three town hexes are cleared and the Germans move into the next two, hoping to gain the three steps they need to win, but can only force two out of the Soviet defense, stopping short of sixteen by only one. The Tiger prototype is put to good use and does much damage to the Soviets.

Result: Soviet Victory.

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Too Much Mud, Too Little Time
Author splat99
Method Solo
Victor Soviet Union
Play Date 2020-11-19
Language English
Scenario EFDx112

To round off my initial foray into Eastern Front (putting another system on the table tomorrow), I decided to do the last scenario in the book - the debut of the Tiger I. (After all, it's on the box cover!)

Setting up first, the Germans placed their foot troops as far forward as possible, on the western portion of the board, for the shortest path to the town. The tanks, followed by the towed ATG's, started on the central road. In response, the Soviets started most of their infantry in the town. The two ATG's, each accompanied by infantry, were placed along the east-west road near the middle of the board, and the 76.2mm was placed in the eastern woods, from where it could bombard until the panzers were in range and it could use its "5" ATG strength. Finally, at the road intersection at the center of the board, the two entrenchments were placed with 3 INF and one HMG between them - by holding the intersection, they would force the tanks to either attack them or go around them (with the added risk to the Tiger of becoming stuck in the mud.)

Greatly slowed by the mud, it took the Germans nearly half of the 12 turns to close on the village. The tanks reached the entrenchments more quickly, but as they started to blast away at the entrenched infantry, one of the 45mm ATG units reduced and demoralized the PZ-III. The 76.2mm was blasted away fairly early by OBA, while the western ATG was eventually a victim of assault and the eastern one held out to the end (with diminished impact once the Panzer III fled.)

As the second 90 minutes progressed, assaults in the town gradually cleared out a hex, but at game's end the Soviets still held 2 of 5, with two still under contention. At the entrenchments, the Tiger had been leery of entering the hexes, since assault was the only way the Russians could hurt it (plus leaving the road would slightly increase the chance of miring in the mud.) But once the PZ-III was chased away for multiple turns, the Tiger's DF wasn't enough to consistently damage the enemy infantry. Finally, on Turn 12, it entered the entrenchment versus a lone INF (no leader)...and promptly lost a step! This seemingly justified the previous reluctance to assault, since destruction of the Tiger is an automatic defeat.

The Russians lost 1 76.2mm, 1 45mm, 4 HMG, 1 wagon, and 2 INF steps - roughly half of what the Germans needed to win the casualty option - and still held much of the town. So even with one Tiger step surviving, the Germans still lost. (The Germans lost one 37mm ATG, one 81mm mortar, and one step each of INF, PZ-III and Tiger.)

This one is a tall order for the Germans. Slowed by mud, it does not appear that they have time enough to meet either victory condition. It may be that the Germans should be allowed to use either condition, rather than having to choose one of them. That still may not be enough.

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Not Enough Time
Author KirkH (Germany)
Method Face to Face
Victor Soviet Union
Participants unknown
Play Date 2008-11-06
Language English
Scenario EFDx112

My local wargaming opponent and I played this one. The Soviets set up as far back as possible and made me (as the Germans) come to them. The special rule for mud made the going slow to say the least. I advanced slowly (not by choice mind you) toward the town but because of the distance I needed to travel before getting there it was many turns before we came close to combat, much less try to take a well defended town. In the end it appeared there just wasn't sufficient time for the Germans to accomplish their goal and the Soviets had a relatively easy win.

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