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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Panzer Panic
Edelweiss #4
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 7th SS Regiment
Soviet Union 1st Tank Division
Display
Balance:



Overall balance chart for Edel004
Total
Side 1 0
Draw 0
Side 2 4
Overall Rating, 4 votes
5
4
3
2
1
2.25
Scenario Rank: --- of 940
Parent Game Edelweiss
Historicity Historical
Date 1941-07-04
Start Time 22:00
Turn Count 22
Visibility Day
Counters 50
Net Morale 1
Net Initiative 2
Maps 2: 6, 8
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 150
AAR Bounty 165
Total Plays 4
Total AARs 2
Battle Types
Inflict Enemy Casualties
Conditions
Off-board Artillery
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Edelweiss Base Game
Eastern Front Maps + Counters
Introduction

Following their disastrous baptism of fire, Demelhuber's shaken SS men rested for two days. The corps commander wanted them out of the line, but higher-ups would not countenance declaring a division unfit for combat after only a few hours of war. The division would not only remain at the front, it would attack. Before the SS could return to the offensive, the Soviets struck first with a spoiling attack.

Conclusion

Tank attacks and artillery barrages panicked the SS men. Demelhuber, in the same report that detailed the effects of Soviet artillery, claimed that his own artillery could not respond effectively because of the smoke from forest fires. Once again, terror-stricken Aryan conquerors ranged through the rear areas, some of them using their motorcycles to spread panic.

Additional Notes

If German Gebirg leaders are preferred to regular Heer 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
Schutzstaffel
  • Motorized
Soviet Union Order of Battle
Army (RKKA)
  • Mechanized

Display Errata (1)

1 Errata Item
Overall balance chart for 951

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

(plloyd1010 on 2015 Jul 31)

Display AARs (2)

Well, at least it wasn't a slaughter of innocents
Author Matt W
Method Solo
Victor Soviet Union
Play Date 2012-10-18
Language English
Scenario Edel004

A 6/4 morale is what makes it possible for the Soviets to win and what makes it difficult to do, at the same time. The Soviets are charged with the requirement to destroy a battalion of SS mountain troops. The Germans have to try to avoid being destroyed but their initial position is very close to the Soviets and they, despite their usual average morale finally have a morale bonus against the Germans. In addition, the SS are poorly led in this early war scenario, with a low number of leaders for the force in question and low morale for each leader (the Soviet player selects every other leader).

What follows is a question of the Soviets needing to keep up with fleeing Germans and being able to hit them multiple times to permit the double demoralization to take place.

The only way for the German to win is to use the terrain to good effect in slowing down the Soviets and hopefully surviving a few morale checks. While morale bonuses on the leaders would help they were nowhere to be found. About 1/2 way through the scenario all the German leaders were demoralized as well as the troops so recovery became nearly impossible as each stack had to try to recover separately.

Much as the last scenario in First Axis. This is an exercise in slaughter and has little strategy or even thought required. I rate it a "2" but actually considered a "1" as there is simply nothing for the German to do except roll morale checks and recovery.

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Edelweiss #4: Panzer Panic
Author HeyJude
Method Solo
Victor Soviet Union
Play Date 2015-09-08
Language English
Scenario Edel004

4 July 1941. Elements of the 7th SS Regiment regrouped from its earlier debacle and prepared for a renewed assault. The Soviets launched a spoiling attack, however, catching the SS forces surprised. The Soviets achieved a stunning and complete victory, routing the SS forces in little more than an hour.

This game was mercifully quick. After 5 turns I called it an inevitable Soviet victory. The Soviets had destroyed 14 steps, and were in assault hexes with 5 other German steps. The Soviets lost only one step. Like scenario #3, this was a poor scenario design, as the SS forces have such poor morale they can't be effective in combat. The only hope of an SS victory is to flee and deny combat to the Soviets, hoping to avoid losing 18 steps before time runs out. Just a poor, poor design. I would skip this scenario unless you really feel a need to play all of the Edelweiss scenarios.

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