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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Grediakino
Heroes of the Soviet Union #6
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 14th Panzergrenadier Regiment
Germany Heer
Soviet Union 42nd Guards Rifle Division
Display
Balance:



Overall balance chart for HoSU006
Total
Side 1 2
Draw 2
Side 2 0
Overall Rating, 4 votes
5
4
3
2
1
2.75
Scenario Rank: --- of 940
Parent Game Heroes of the Soviet Union
Historicity Historical
Date 1942-11-27
Start Time 09:00
Turn Count 12
Visibility Day
Counters 54
Net Morale 0
Net Initiative 0
Maps 1: 4
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 136
AAR Bounty 171
Total Plays 4
Total AARs 1
Battle Types
Urban Assault
Conditions
Off-board Artillery
Severe Weather
Terrain Mods
Scenario Requirements & Playability
Heroes of the Soviet Union Base Game
Introduction

WESTERN FRONT: The Soviet 20th Army's breach in the German line south of Rzhev began to fall apart as German reserves reached the front. Just north of the breakthrough, the 42nd Guards Rifle Division, along with other units, continued their attacks. The Soviets hoped to tie down local reserves and widen the breach before the Germans could react, and a ferocious struggle continued between the Guards and Panzer Grenadiers for the key village of Grediakino.

Conclusion

The 42nd Guards failed to take Grediakino, but did manage to push the German line west of the village back a short distance. The struggle for Grediakino continued, as local commanders on both sides ignored broader goals in their fixation on the ruined village.

Additional Notes

This scenario could also be played using East Front maps and Red Warriors Counters.

The German StuG IIIg originally had an AT value of 5-8 in the game system, later the AT value was changed to 6-8. The 5-8 AT value would better describe the StuG IIIf, a vehicle which never officially entered the PG universe. For players not using Heroes of the Soviet Union or Red Warriors counters, use 5-8 for the AT values.

Soviet Guards transport counters may be downloaded from Avalanche Press. Otherwise, use RKKA trucks and wagons in place of the Guards counters as needed.


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

Display Order of Battle

Germany Order of Battle
Heer
  • Leader
  • Mechanized
  • Motorized
  • Towed
Soviet Union Order of Battle
Guards
  • Towed

Display Errata (2)

2 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 896

These units should have a Direct Fire rating of 2-3, just like the RKKA and NKVD counterparts.

(danradz on 2011 May 04)

Display AARs (1)

This seams familiar...
Author campsawyer
Method Solo
Victor Germany
Play Date 2006-03-17
Language English
Scenario HoSU006

A familiar theme with HotSU scenarios the Soviets attacks in heavy snow to try to take a town. The Germans have a good defensive position making it very hard for the Soviets to win. Not much to make an impression on the players, infantry attacking a small detachment holding the town. Predictively the Germans win with heavy Soviet losses.

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