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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Fire Brigade
Grossdeutschland 1946 #1
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 252nd Infantry Division
Germany Grossdeutschland Division
Soviet Union 10th Tank Division
Display
Balance:



Overall balance chart for Gr46001
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 Grossdeutschland 1946
Historicity Alt-History
Date 1946-07-01
Start Time 06:45
Turn Count 24
Visibility Day
Counters 161
Net Morale 0
Net Initiative 1
Maps 4: 1, 19, 4, 5
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 203
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Hill Control
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Eastern Front Maps
Grossdeutschland 1946 Base Game
Iron Curtain Counters
Road to Berlin Maps + Counters
Introduction

Grossdeutschland troopers came to refer to their division as the Army's "fire brigade," called on to stamp out "fires" that threatened the front lines (that is, Red Army penetrations of German defenses). Had the Germans managed to hang on long enough to deploy their wonder weapons, there's no reason to think they wouldn't have remained on the defensive, and still in need of a fire brigade.

Conclusion

While Adolf Hitler and later Nazi fantasists dreamed of massive offensives with the new planned weapons, they would have been used in the same manner as their predecessors: sealing off penetrations of German lines by the numerically and tactically superior Red Army. With new weapons rolling out of Soviet factories, Germany would need to produce fresh designs of its own to have any chance of battlefield success.


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
Grossdeutschland Division
Heer
  • Mechanized
  • Towed
Luftwaffe
  • Towed
Soviet Union Order of Battle
Army (RKKA)
  • Mechanized
  • Motorized

Display Errata (4)

4 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 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)

Display AARs (1)

It's good to see armour being king of the field.
Author GeneSteeler
Method Solo
Victor Germany
Play Date 2012-02-23
Language English
Scenario Gr46001

What a wonderful see-saw of a battle. I was actually surprised to see how effective the Soviets were in routing the German regulars out of their towns and hills. The T-44s made a large contribution and the Germans, with their lack of AT-Guns and possibly poor initial placement were trounced.

It was equally surprising to see how the “Fire Brigade” (reinforcements) completely wiped out the Soviets to regain control of almost all the objectives! This was due in part to the armours massive AT values and the fact that the poor T-44s did not have armour efficiency. Although a large number of APCs were taken out by AT Fire and artillery, not a single German tank was lost as the Panthers mowed down the T-44s like grass.

This scenario allows both sides to mount an offensive in a tight little package and was well worth playing.

Scenario Rating: 4/5 – This was a really fun scenario. I’m a bit tossed how to rate it. The victory conditions seem to make it unbalanced for the GD Division and almost push it to a “3”, but I think with a more balanced VP schedule this could have received a “5”, so I decided on a 4.

German Major Victory

Here's a bit of a play by play:

The Battle

Soviets forces arrive from the east (top) and the Germans forget to roadblock the road. This allows the Soviet tanks to race past their ATG and get behind the Germans in the north town.

Soviets begin to charge under German defensive fire as the T-44s open up barraging the town.

Fog of War envelopes the command and before long the first hour is past. The Soviets must move quick to obtain the objectives before the Fire Brigade arrives. They assault at the hill in the south but a violent counterattack by the Germans routs their advance forces. The Soviet HMGs set up east of the hill and start laying down suppressing fire. Casualties are 5 to 13 in the German’s favour.

The Soviets assault the town as their armour moves onward and the Germans begin falling to the superior numbers of the Soviets. They come under extreme fire and barrage and both the Germans in the north town and hill suffer sever casualties. The Germans have already lost 4 leaders and by the end of turn 9 the casualties are tied at 16 steps lost each.

Near the 3 hour mark and the few remaining German forces are under extreme pressure when the reinforcements arrive in the west. The Germans have 3 hours to regain the lost ground as the Soviets control the centre town, South hill, and most of the north town.

The Grossdeutschland infantry regiment moves up the south road streaming toward the hill led by the Pz42ts . The T-44s move south to intercept but are wary of the Panther IIs that have arrived in the west!

T44s open fire on the halftracks eliminating two platoons and leaders.

Soviets initiate AT Fire and just fail to damage the Panther IIs. An X7 rocket takes out one T-44 as the Panthers open fire. The T-44s are decimated!!!

The Germans begin to retake the hills.

German Panthers win the initiative and charge the T-44s which again fire for no effect. The Soviet commander swears that the RKKA has no armour efficiency!

The German wave begins to move north.

Two hours remain as the Germans advance into the centre town and start mopping up the under-powered RKKA defenders.

The last German ATG in the north town finally hit by small arms fire as the Soviets begin to brace for oncoming wave of the Fire Brigade. Germans move toward the north town which still houses a few T-44s. With an hour to go will they make it in time?

German armour enters the centre town and the Soviets assault in a last blaze of glory, but to little effect.

At the north town the Panthers take out the T-44s after they are spotted firing on the advancing halftracks. The Germans reach the town, but their Lt. Col is killed by off-board artillery!

The German armour advances and in the last few minutes an X7 rocket takes out the last step of T44s.

At the six hour mark the Soviets are almost completely eliminated except for a 5 and a half platoons still holding out in half of the north town.

2 Comments
2012-02-23 19:32

Fire brigade? Sounds like a lot of fun! Your first game in almost a year, welcome back dude! ;-)

2012-02-23 21:37

Thanks General! It was a really good battle and played quite fast as well. A great tight little package. GD46 is feeling a bit loved here on PG-HQ so I hope to remedy that situation. Scenario 2 is already set up on the table where I hope the Soviet Guards can put up a bit more of a fight. Also, I'm itching itching itching to play that monster Scenario 3!

So stay tuned and hopefully more GD46 AARs will be coming soon!

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