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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Cutting Off the Head
Heroes of the Soviet Union #14
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 19th Panzer Division
Soviet Union 78th Rifle Brigade
Display
Balance:



Overall balance chart for HoSU014
Total
Side 1 4
Draw 0
Side 2 2
Overall Rating, 6 votes
5
4
3
2
1
3.17
Scenario Rank: 651 of 940
Parent Game Heroes of the Soviet Union
Historicity Historical
Date 1942-12-07
Start Time 09:45
Turn Count 23
Visibility Day
Counters 84
Net Morale 1
Net Initiative 3
Maps 3: 3, 6, 8
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 157
AAR Bounty 159
Total Plays 6
Total AARs 3
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Severe Weather
Terrain Mods
Scenario Requirements & Playability
Eastern Front Maps + Counters
Heroes of the Soviet Union Base Game
Introduction

XXX PANZER CORPS: After successfully containing the Soviet 41st Army's penetration south of Belyi, XXX Panzer Corps slowly gathered the forces necessary to cut the base of the penetration and isolate the '1st Mechanized and 6th Rifle Corps.'

Conclusion

The German attack caught the 78th Brigade by surprise. "Without regard for the nests of resistance to the right and left," one German officer wrote, "the 19th Panzer Division fought against the tenaciously defending enemy, whose rocket launchers were unable to halt the attack's momentum." In conjunction with an attack by the SS Cavalry Division to the west, the panzer division advanced 4 kilometers on the 7th and six more on the 8th to close the Soviet escape route.

Additional Notes

Red Warriors counters may be substituted for those of Heroes of the Soviet Union.


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).
  • Unarmored Weapon Carriers: These are unarmored halftracks (Bufla and Sk7/2) or fully-tracked vehicles (Karl siege mortar) with mounted weapons. All are mechanized, except the BM-13 (Katyusha rocket launcher mounted on a truck). They are weapon units, not AFV's, so they are never efficient and cannot be activated by tank leaders. (SB)

Display Order of Battle

Germany Order of Battle
Heer
Soviet Union Order of Battle
Army (RKKA)
  • 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 486

The Pz IVe appearing in the original Panzer Grenadier game had an Anti tank value of 4-7. As of Afrika Korps (2002), continuing onward through the 3rd and 4th edition games, the anti tank value has been 4-4.

(plloyd1010 on 2016 Jul 25)
Overall balance chart for 47

All SPW 251s have an armor value of 0.

(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)

Display AARs (3)

Dug out of the archives...
Author patman
Method Solo
Victor Germany
Play Date 2003-02-15
Language English
Scenario HoSU014

Now that "Heroes" has been added to the database, I can add this play to the list. I must have played this in 2002 or 3 sometime (recorded date above is a wild estimate), so I don't really recall how it went from memory. However, this is what I have written on my play record sheet:

"Turn 16 elimination (complete) of Russians, without even using 6 platoons w/halftracks, plus the top leaders, plus 1 Pz4F2."

Couldn't have been too rosy for the boys in Red, eh?

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Forcing their way through
Author campsawyer
Method Solo
Victor Soviet Union
Play Date 2006-06-18
Language English
Scenario HoSU014

A second scenario played on this day back in 2006. I was the Germans with an nice bit of armor to try to force my way up and defeat a Soviet Rifle Brigade. Problem was the victory conditions were going to be tough. Major victory is the elimination of ALL Soviet units. While the Soviets must just keep troops on the boards and a town.

As I said, the Germans have a Panzer Division to do this with, IVF2's, IIIG's and IVE's with infantry support and a good lot of OBA. The soviets have some AT and Rockets on BM-13's but it's all infantry for the Soviets. My opponent was smart and placed a few infantry and a lone HMG as a skirmish line to try to get the tanks to commit to an attack early. The bulk of the Soviet's were on board 3 and 6.

Looking at his setup, I decided to still go up the road and tackle his roadblock of INF and HMG. The German OBA was right on target this battle, and demoralized both units on the first round. German tanks just need to get close and the headed for the town on board 4. The other Soviet skirmishers started to move back my flanks to see if they could catch me at a weak point. OBA continued to keep them at bay.

Pushing toward the town, I need to be wary of his AT guns. The 76.2mm gun was the big worry, that one could do damage to the panzers. Infantry dismounted and moved toward the woods southwest of the town to see if their was any ATs setup for crossfire. Soviet rockets started to appear at this point. Some disruptions by the grenadiers were quickly remedied by leaders. Soviet infantry opened fire on the infantry and quickly German OBA demoralized these troops that were supporting a 45mm AT. Discovered the AT gun opened at long range on on the SPW251's but missed. Grenadiers moved up and quickly captured the AT gun, while Soviet rockets rained down.

With the woods captured I moved the tanks forward to push on the town. Soviet INF and HMGs were in the town with a couple of good Soviet leaders. German OBA started on the town hexes but bad dice rolls and good morale checks by the Soviets keep the units in good order. I moved up the IV's and the 76.2mm opened fire, their fire shot knocked out a IVE. But now they were discovered and OBA was ordered on the hex. A series of disruptions and recovers kept the 76.2 occupied for several turns. This allowed the IV's to close on the town a second 45mm fired but missed. Grenadiers joined the attack, the Soviets OP fired as they moved and the HMG's slowed the Grenadiers. Assaults started on the outer edge town hexes. The Soviets were tough but the panzer/infantry combinations were too much. Slowly, one, two three town hexes fell. But the Grenadiers were taking casualties and had to pause to recover troops, Soviets counterattacked but were repulsed.

By this time we were late in the game, and I needed to get the town before the end otherwise the Soviets get a Major victory. At this point, I had clear board 8 of Soviets, but he had very cleverly positioned several units that just needed to step on to board 3 to keep his unit count up on the board. I had to dispatch them as well. A German artillery officer moved up with his radio. He was able to spot them an have the OBA fire some rounds to demoralized these reinforcements.

Back to the town, the tanks and infantry pushed on to the north town hexes, but time ran out before I could capture them giving the Soviets a Major victory to my minor victory.

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Cold Clean Up
Author Blackcloud6
Method Solo
Victor Germany
Play Date 2013-03-09
Language English
Scenario HoSU014

The Germans attacked the south west wood first with about one third of their force to clear it. The rest of the force held back until this was down to stay out of rocket range. Then the Germans moved forward along the road to assault the town. This took considerable amount of time while a supporting attack of mostly tanks and APC took on the Russians in the East Woods. Once the Russian defense of the town collapsed the Germans could concentrate on the Russians in the woods, but this took right to game end to get them all. One demoralized reduced Soviet platoon almost made it but was gunned down by a halftrack.

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