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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Grossdeutschland 1946

Grossdeutschland 1946 boxcover
AP Series Panzer Grenadier
Designer Bennighof
Game Type Expansion
Format PDF
Release Date 2009-05
Availability Out of Print
Scenarios 10
Counters 253
Counter Type DIY
Maps 0
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Overall Rating, 8 votes
5
4
3
2
1
3.25
Expansion Rank: 86 of 117
Popularity: Ownership & Activity
Status Owned by 10% Played by 1% AAR'd by 1% Medaled by 0%
Rank 81st of 168 156th of 156 138th of 153 TBD
Expansion Game Requirements & Playability
10/10 Grossdeutschland 1946
7/10 Eastern Front
7/10 Road to Berlin
6/10 Iron Curtain
3/10 Battle of the Bulge
3/10 Secret Weapons
2/10 Desert Rats
2/10 Red Warriors
1/10 Afrika Korps
1/10 Cassino '44
1/10 Elsenborn Ridge
Display
Balance:



Overall balance chart for Grossdeutschland 1946
Total
Side 1 7
Draw 0
Side 2 1
box back

In the last years of World War II, German scientists and engineers designed a bevy of "wonder weapons" and even built prototypes of some of them. But the war ended before the high-tech missiles and giant tanks could take the battlefield. Grossdeutschland 1946 is a supplement for the Panzer Grenadier series of games, placing these vehicles and weapons in the hands of Germany's best division. Its scenarios cover battles that never happened. Grossdeutschland 1946 includes 253 playing pieces (you'll need to assemble these yourself) and this booklet.


Display Scenario List (10)


Display Order of Battle

Britain Order of Battle
Army
  • Mechanized
Germany Order of Battle
Grossdeutschland Division
  • Towed
Heer
  • Mechanized
  • Towed
Luftwaffe
  • Towed
Gurkha Order of Battle
Army
India Order of Battle
Army
  • Motorized
  • Towed
Soviet Union Order of Battle
Army (RKKA)
  • Motorized
Guards
  • Towed
United States Order of Battle
Army
  • Misc
  • Towed

Display Relevant AFV Rules

AFV Rules Pertaining to this Game'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
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
  • Anti-Aircraft Weapon Carrier: apply a -1 modifier to an air attack if within three hexes of the targeted hex (15.14).
  • 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 Errata (11)

11 Errata Items
Scen 3

Soviet Major Victory is listed twice. Following the format for the rest of the module, the first occurance should read Soviet Minor Victory: At the end of play at least 50 German steps have been eliminated (tanks count double).

(GeneSteeler on 2012 Feb 28)
Scen 3

Play of this scenario also requires counters from Iron Curtain and Secret Weapons.

(GeneSteeler on 2012 Mar 01)
Scen 5

Soviet Guard ENG and 76.2mm are different in RtB and RW. As counters are required from both of these modules, the values from RtB should be used. (ie. Guard ENG are 2-step counters and artillery is 10-22 5-6AT)

(GeneSteeler on 2012 May 17)
Scen 7

OOB stipulates Germans get 2x FL-282 but doesn't specify to use the M or P variant. Until an official errata is received I suggest allowing the German player to choose whether the helicopters carry the AT Missile or not.

(GeneSteeler on 2012 May 31)
Scen 8

This scenario also requires counters from Secret Weapons.

(rerathbun on 2012 Apr 07)
Overall balance chart for 869

All Bren carriers should have a movement value of 7.

(Shad on 2010 Dec 15)
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 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 912

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display Nations (6)


Display Battle Types (10)


Display Conditions (5)

Errors? Omissions? Report them!
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