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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Hunters of the Plains
Edelweiss #1
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 44th Panzerjäger Battalion
Germany 98th Gebirgs Regiment
Soviet Union 8th Tank Division
Display
Balance:



Overall balance chart for Edel001
Total
Side 1 6
Draw 0
Side 2 0
Overall Rating, 6 votes
5
4
3
2
1
4
Scenario Rank: 93 of 940
Parent Game Edelweiss
Historicity Historical
Date 1941-06-25
Start Time 12:00
Turn Count 24
Visibility Day
Counters 46
Net Morale 0
Net Initiative 0
Maps 2: 4, 8
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 148
AAR Bounty 165
Total Plays 6
Total AARs 2
Battle Types
Inflict Enemy Casualties
Road Control
Conditions
Off-board Artillery
Scenario Requirements & Playability
Edelweiss Base Game
Eastern Front Maps + Counters
Introduction

As part of Operation Barbarossa, the 1st Mountain Division joined in the attack on the Soviet Union. Assigned a sector in southern Poland, they advanced on Lvov. West of the city, they faced a determined counterattack. The Soviet tankers drove powerful new vehicles not listed in the pre-war intelligence reports. The gunners of the 44th Anti-Tank Battalion soon grew glad they had "borrowed" a handful of the new 50mm anti-tank guns and ammunition.

Conclusion

German 37mm shells bounced off the giant tanks, and the Soviets surged into the enemy positions. The 8th Tank Division had been well-trained and was considered one of the Red Army's better formations, with good troops and modern tanks. But they lacked the more mundane instruments of war, and had left their infantry behind for a lack of trucks to move them. With little supporting Soviet infantry to stop them, the German jägers could turn to close close combat techniques with hand grenades and other improvised solutions. Soviet determination only increased their losses, and the tanks withdrew to try again later.

Additional Notes

If German Gebirg leaders are preferred to regular Heers leaders, they may be gotten from Avalanche Press.


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
Soviet Union Order of Battle
Army (RKKA)

Display Errata (2)

2 Errata Items
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 54

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

(rerathbun on 2012 Jan 30)

Display AARs (2)

Edelweiss #1: Tank Trap
Author HeyJude (Germany)
Method Face to Face
Victor Germany
Participants unknown
Play Date 2015-08-20
Language English
Scenario Edel001

25 June 1941. CO of 98th Mountain Rgt. and 44th Anti-Tank Bn reporting.

With the Barbarossa invasion finally underway, German ground forces made their way into Soviet-controlled Poland. Just outside Lvov, the German objective, regimental recon teams spotted a company-sized formation of heavy Soviet tanks heading for our position. With nothing more than 4 light anti-tank guns and one 50mm gun, the German forces had to prepare for attack. The defense was centered on a small town that lie on the road to Lvov. The town was occupied by the 50 mm and one 37 mm gun, along with several platoons of infantry. Knowing that close assaults would be needed to defeat the Soviet armor, the commander stationed one HMG team and one infantry platoon on each side of the road, roughly 800 meters east. The remaining 37 mm guns were placed in a manner such that crossing fields of fire could be placed around the German forward positions on the road. One gun was placed in the woods south of the road, one on the hill north of it, and the final gun placed halfway between the town and hill. The remaining infantry platoons were stationed near the guns to provide support and deter armored charges. In this way the German forces could place overlapping fields of fire directly to the east of the town, leaving only the southern approach relatively unguarded. But since any attack from this direction would require a long southern detour to skirt the woods, the commander felt this was an acceptable risk.

The battle opened in what appeared to be a cat-and-mouse game, as the Soviet armor slowly moved west on the road. The German forward defenders along the road and exposed anti-tank guns spent the first two turns digging into their positions. The tanks stopped at a point where they were just in range of the dug-in positions of the forward defenders, but were frustrated when their attacks amounted to nothing. This led the Russians to adopt a disastrously aggressive plan.

After one platoon of T-28 tanks was roughed up by the 50mm gun, two platoons of T-34 tanks and one platoon of KV-1s rushed to the outskirts of the town, while the remaining two T-34 platoons tried to flank the town from the north. This maneuver only exposed the Soviets to deadly cross fire from the anti-tank guns and immediate assaults from the troops in the town. More soldiers stationed in the woods and in their dug-in positions used the same tactics against the T-28s. The result was a bloodbath, as the Germans destroyed all of the KV-1s and T-34s that charged the town, and also destroyed one platoon of T-28s as well. After 10 turns of play, the Soviets had lost 9 total steps, and only had 2 T-34 platoons and a reduced T-28 left, compared to only two reduced infantry platoons for the German side. With victory impossible, the Soviets conceded the battle and retreated to lick their wounds.

As an aside, this is my first PG game in several years. It was good to get the feel of this game again. I played against my son, who was playing his first PG game, and his aggressiveness was his undoing. It will be interesting to revisit this when he is more comfortable with the rules to see how his approach changes. I gave this scenario 5 stars because it is very challenging from either side. The Germans need to pull off assaults to have any chance of winning, while the Soviets can't just rely on long-range direct fire if they want to win. The limited capabilities of the two sides makes for an interesting dilemma for both players.

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German Hunters, Soviet Prey
Author Retiredgrunt17
Method Solo
Victor Germany
Play Date 2018-01-23
Language English
Scenario Edel001

The Soviets start with a major disadvantage. They have to clear the Germans set up in the forest and the town on map 4, without any infantry support.the Germans have several batteries of ATGs, which they set up to achieve crossfire. The T-28s were the first to fall. The Soviets assaulted the town and managed to eliminate 2 German steps, but lost their KV-1s. The T-34s then had to fall back and try to snipe steps from outside the town. German win.

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