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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Tank Battle
Grossdeutschland 1946 #3
(Attacker) Germany vs Soviet Union (Attacker)
Formations Involved
Germany Grossdeutschland Division
Soviet Union 11th Tank Corps
Soviet Union 15th Mechanized Division
Display
Balance:



Overall balance chart for Gr46003
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Grossdeutschland 1946
Historicity Alt-History
Date 1946-07-01
Start Time 07:00
Turn Count 40
Visibility Day
Counters 357
Net Morale 1
Net Initiative 2
Maps 9: 14, 16, 17, 18, 21, 4, 5, 6, 8
Layout Dimensions 129 x 84 cm
51 x 33 in
Play Bounty 288
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Inflict Enemy Casualties
Meeting Engagement
Road Control
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Scenario Requirements & Playability
Eastern Front Maps + Counters
Grossdeutschland 1946 Base Game
Iron Curtain Counters
Red Warriors Counters
Road to Berlin Maps + Counters
Secret Weapons Counters
Introduction

Most armies of the Second World War did not believe that tanks should fight other tanks except when necessary. Instead, tanks should be stopped by anti-tank guns and purpose-built tank destroyers. That doctrine could work, and work well, in smaller-scale engagements. But when large armored formations broke through a defensive line, usually the only thing that could stop them (other than logistical failures) was another large armored formation.

Conclusion

German tank designs of the late-war period placed an emphasis on "visible" factors like firepower rather than "invisible" ones like speed or especially mechanical reliability. Bureaucratic infighting, and the desire to preserve young engineers from the insatiable needs of the draft, led design bureaus to concentrate their resources on impressive paper projects — since the war would likely end before the tanks entered combat, it didn't really matter so much whether they worked or not.


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
  • 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).

Display Order of Battle

Germany Order of Battle
Grossdeutschland Division
Heer
Soviet Union Order of Battle
Army (RKKA)
  • Motorized

Display Errata (5)

5 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)
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)

This Meeting Engagement will surely end in Divorce.
Author GeneSteeler
Method Solo
Victor Germany
Play Date 2012-03-15
Language English
Scenario Gr46003

The main objectives:

German 1. Control all the towns and roads

Soviet 1. Inflict Casualties (minor) 2. Hold Towns and roads (major)

Time = 10 hours (40 turns)

Opening Thoughts

  1. Ok, this is the third scenario I’m about to play and I’m convinced that the Soviets are going to get hammered! There are just too many German armour units (40 tanks) versus the 46 Soviet tanks. The Pz42t isn’t too menacing but the 24 Panthers and Tigers look like hell on tracks!
  2. This is going to be incredibly brutal. Both sides have very high OBA and both will get aircraft with AT fire factors.
  3. Soviet morale (7/6) combined with their poor leaders means their foot is going to take casualties very quickly and easily. This could be over quick.

BATTLE SUMMARY

Format: (German losses – Soviet Losses)

The Battle

This is a meeting engagement, so turn one sees both sides entering the board moving towards their objectives.

Soon the fighting begins. German aircraft spot some JS-3s and eliminate 3 steps! (0-6)

In the south the Soviet foot leaves their soft-skinned trucks to advance on foot. They don’t want to take long range fire from the Panthers!

In the centre the Soviet T-44s back away from the advancing Panthers and allow the Germans to take the centre town. Without any infantry support they decide discretion is required.

In the north Soviet armour opens up against the advancing Germans and knock off 3 steps of Panthers and Pz42ts! (6-6)

The tank battle in the north continues with the Soviet air force joining in the attack. With leaders now in sight the OBA begins to fly (16-18). So far the Soviets are holding their own, but not likely for long.

Soon the tank battle in the south begins and the Germans lose 1 step as they rip apart the Soviets (lose 23 armour steps!). Those Tigers and Panthers are too deadly, even uphill at long range!

In the north the Panthers also begin to clean up as the Soviets are completely outgunned! (18-72)

Wow! The tank battle began and is practically over by the 90 minute mark. Soviet only hope seems to be to inflict 50 steps to get a minor victory and to try to stop the Germans from killing everyone!

Germans win the initiative and in the south the remaining Soviet armour (another 16 units) is annihilated! I’m going to stop keeping score of the Soviets now as this pretty much guarantees more Soviet steps than German steps will be eliminated.

With 8 hours to go the Soviet infantry looks no way prepared to hold off the German advance! They begin to dig in on the hills.

Over the next 45 minutes the Soviets have a few victories as their air takes out a Tiger and some La-5s and IL-2s take out a couple loaded Katzchen. Another Katzchen is eliminated by OBA and soon the Germans are up to 30 steps lost.

German armour begins to fire on the Infantry in the south hills.

As the X7 rockets move forward in the north they come under heavy OBA fire. In the south the German armour begins overrunning disrupted and demoralised Soviets. Some brave infantry counter-assaults and one German armour is reduced! A small victory in a battle that is doomed.

At the 3 hour mark the Germans are up to 38 steps lost. The Soviets seem certain to inflict the required 50 steps. Although they need to stop the Germans from controlling all the roads and towns. With 7 hours to go, this seems like a difficult task indeed!

It only takes another 15 minutes and the Germans are up to 51 steps loss as the Soviet have some small victories throughout the battlefield. But the Germans are closing in and it feels unlikely that the Soviets will be able to hold out for long

Over the next 45 minutes the Soviets score a 2X hit against some loaded KTZN! Although their Colonel is KIA in an assault. The Germans close in on the south town.

At the 5 hour mark (halfway) the German nooses are closing in against both towns in the south and the east. The south is almost lost as a couple companies hold out in the east.

Soviet air scores a victory as it eliminates 3 steps of tigers! The last Soviet armour opens fire in the east. 2 Pz42ts are reduced before the T-44s are annihilated by the accompanying Tigers and Panthers. The Soviets are out of tanks.

Over the next 105 minutes the Soviet OBA makes a killing but the south town is lost. The Germans move in at the east town. First softened by German armour the German foot troops assault aided by Katzchen. They simply overpower the Soviets. Soon by turn 29, the only Soviets that remain are a LT, Kommissar and 3 mortar platoons. They surrender.

Time to tally the score:

Casualty Count

You got to be kidding!

Germans lost 4 full armour platoons (and a number of reduced ones), to the Soviets who lost 46 full platoons!

GERMAN MAJOR VICTORY

Aftermath

This was a fun large scenario but again, just too hard for the Soviets. At least the huge OBA factors and air force allowed the Soviets to inflict some serious casualties of their own. In the end, the Germans were just too powerful.

Note: In assault, two platoons (STRM and WPN) could assault with 2 Katzchen for 30 power (assaulting on the best column). Combined with +1 leader and +1 attacker better morale meant that they could easily even get the 30 column vs Town hexes. This was just too much for the Soviets who were easily overrun.

Scenario Rating: 3/5 – Big fun scenario, but again very hard for the Soviets.

2 Comments
2012-03-15 06:58

Did you have enough wreck counters? Sounds like a blast for the German player.

2012-03-15 17:27

Actually I forgot to place them! Had I remembered they would've made a small difference and slowed down the Germans a bit (as the KTZN couldn't enter the towns). Although the German infantry is so deadly they could still get to the 30 column quite easy but would need 3 foot units, ie. STRM, WFN and PIO.

Considering that the Germans had 3 hours to spare, I think the final outcome would've been the same. Most of the damage to the Soviet foot troops was done by the German armour sitting just outside town firing in.

It was brutal and fun. But even if the Soviets could somehow hold on somewhere, the best they could really hope for was a draw.

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