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
Errors? Omissions? Report them!
Lucky Thirteen
Grossdeutschland 1944 #3
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for GD44003
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 1 vote
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Grossdeutschland 1944
Historicity Historical
Date 1944-08-20
Start Time 14:00
Turn Count 26
Visibility Day
Counters 103
Net Morale 1
Net Initiative 1
Maps 4: 102, 103, 104, 105
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 193
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Inflict Enemy Casualties
Rural Assault
Conditions
Off-board Artillery
Scenario Requirements & Playability
Broken Axis Maps + Counters
Grossdeutschland 1944 Base Game
South Flank Counters
Introduction

With news of 306th Infantry Division's collapse, the German Sixth Army immediately ordered its mobile reserve to counterattack the Soviet breakthrough. Thirteenth Panzer Division had been left in Romania when the other German armored formations left for the central front and had only 35 operable tanks. That made it the strongest of the three German mobile divisions in the theater.

Conclusion

The weak German armored counter-attack, aided by the remnants of 306th Infantry Division, managed to halt the Soviet advance and push them back slightly. The action had a far greater impact on the strategic level, openly demonstrating to the Romanian leadership that their German allies had reneged on their promise to deploy strong armored forces to defend the country against Soviet attack. Romania had only days left as an Axis ally.


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
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable

Display Order of Battle

Germany Order of Battle
Heer
Soviet Union Order of Battle
Army (RKKA)
Guards
  • Foot
  • Leader
  • Mechanized

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 41

All SS PzIVH tanks should have a movement of 8.

(Shad on 2010 Dec 15)
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 951

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

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 993

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)
Overall balance chart for 881

All Guards JS-IIs should have AT fire values of 8-8.

(Shad on 2010 Dec 15)

Display AARs (1)

Ooops!
Author Grognard Gunny
Method Solo
Victor Soviet Union
Play Date 2023-10-28
Language English
Scenario GD44003

Somewhere along the line, the Russians got the upper hand on the hapless Germans and never looked back from there. Great fun, for the Russian Commander, that is. Better fire dispersal might have helped the German cause, but.......

0 Comments
You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!
Page generated in 0.25 seconds.