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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Germans in Action
Fronte Russo #20
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 10th Panzer Regiment
Germany 213th Security Division
Germany 2nd Fallschirmjäger Regiment
Germany 318th Infantry Regiment
Soviet Union 63rd Guards Rifle Division
Soviet Union 68th Cavalry Division
Display
Balance:



Overall balance chart for FrRu020
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Fronte Russo
Historicity Historical
Date 1941-12-28
Start Time 08:00
Turn Count 32
Visibility Day
Counters 191
Net Morale 0
Net Initiative 1
Maps 9: 1, 15, 2, 3, 4, 5, 6, 7, 8
Layout Dimensions 129 x 84 cm
51 x 33 in
Play Bounty 208
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Hill Control
Urban Assault
Conditions
Entrenchments
Off-board Artillery
Reinforcements
Severe Weather
Terrain Mods
Scenario Requirements & Playability
Battle of the Bulge Counters
Eastern Front Maps + Counters
Fronte Russo Base Game
Road to Berlin Maps
Introduction

German forces pushed forward in an attempt to secure better defensive positions. The 318th Infantry Regiment attacked eastward across the railway line, having as its objectives the village of Greko-Timofeyevsky and a number of hills. At the same time the famous 2nd Parachute Regiment (veterans of the Crete airdrop) moved north along the railway line.

Conclusion

The 318th Regiment took and held its objectives despite several Soviet attempts to retake the village of Greco Timofievsky. After conquering the Nitikino station, the paratroopers moved toward the Nitikino village, but encountered strong Soviet defenses there. After being counterattacked they withdrew to the railway station position.


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
  • APC – Armored Personnel Carrier: These are Combat Units, but stack like Transports. They can transport personnel units or towed units. They are not counted as combat units for the +1 stacking modifier on the Direct Fire and Bombardment Tables (4.4). They may be activated by regular leaders and tank leaders (1.2, 3.34, 4.3, 5.43). They do not provide the +1 Assault bonus (ACC).
  • 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
Luftwaffe
  • Towed
Soviet Union Order of Battle
Army (RKKA)
  • Motorized

Display Errata (6)

6 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 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)
Overall balance chart for 581

HoSU and RW counters were incorrectly printed as 4-7 AT value. Per HoSU scenario book these should all be 4-8

(triangular_cube on 2017 Oct 08)
Overall balance chart for 39

Reduce strength direct fire value be came 5-5 in Army at Dawn.

(plloyd1010 on 2015 Jul 31)
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)

Fronte Russo #20 - Germans in Action
Author Juiceman
Method Solo
Victor Germany
Play Date 2024-02-01
Language English
Scenario FrRu020

Large 9 map scenario featuring elements of four different German formations, the best and smallest being a battalion from the 2nd Fallschimjager Regiment. VCs for both sides are for control of town hexes on maps 1, 4 & 5 and for hill hexes east 0f the railway embankment (river), which are on maps 4 & 5, so you can see where the Soviets concentrated their defenses drawing the Germans to those maps like flies on stink.

The two main German forces were able to overwhelm the Soviet defenders on map 5, clearing them from the town and hills with minimal casualties but then the Soviet artillery began to cause some disruptions and demoralizations on the Germans advancing towards the second Soviet positions on map 4. Luckily for the Germans the OBA did not phase the Falschimjagers as they closed with the Soviets in the town then the hill.

A late Soviet counterattack fell on the left flank of the Germans advance and come close to recapturing the town and hills on map 5 but the flanking force ran into German reserves which included a company of Panzers. Close win for the Germans, the Falschimjagers helped carried the day.

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