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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Skill
Heroes of the Soviet Union #15
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 16th Panzer Division
Soviet Union 1st "Moscow Proletarian" Motorized Rifle Division
Soviet Union 40th Guards Tank Brigade
Display
Balance:



Overall balance chart for HoSU015
Total
Side 1 1
Draw 0
Side 2 2
Overall Rating, 3 votes
5
4
3
2
1
2.67
Scenario Rank: --- of 940
Parent Game Heroes of the Soviet Union
Historicity Historical
Date 1942-03-02
Start Time 13:00
Turn Count 11
Visibility Day
Counters 40
Net Morale 0
Net Initiative 3
Maps 2: 1, 3
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 138
AAR Bounty 171
Total Plays 3
Total AARs 1
Battle Types
Bridge Control
Inflict Enemy Casualties
Conditions
Off-board Artillery
Scenario Requirements & Playability
Eastern Front Maps + Counters
Heroes of the Soviet Union Base Game
Introduction

SOUTHWEST FRONT: Sometimes the Soviets held the upper hand in tactical planning. In early 1942 the Germans had advanced to the northern Donets River. The Soviet 22nd Tank Brigade was ordered to attack in conjunction with 1st Guards Rifle Division. With only seven tanks, the attack had to be carefully planned. tie Germans defending the river line had a small number of tanks, but almost all were immobile due to mechanical breakdowns.

Conclusion

The attack came as a complete surprise to the German defenders and they quickly fell back in confusion, leaving almost every tank and many dozens of dead and wounded behind. Though wounded, the Red Army still knew how to fight, and its new Guards divisions would soon prove themselves very capable.

Additional Notes

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

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)
  • Tank: all are closed-top and provide the +1 Assault bonus, when applicable

Display Order of Battle

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

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 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(Shad on 2010 Dec 15)
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)

Skill and a little bit of luck
Author campsawyer
Method Solo
Victor Soviet Union
Play Date 2006-06-18
Language English
Scenario HoSU015

This is a short scenario that does require a bit of skill to make sure your troops are either moving or dug in before the enemy gets close to attack and take the bridge. The small German force must hold off T-34's and a Guard Battalion of troops, but they don't have a lot of support weapons. Some PzVIE's 37mm AT, and 81mm mortar is all you get. Infantry must do the rest. By the way you can only setup 2 units dugin the rest will either need to be in cover or start digging when the clock starts. For the Soviets they must race up the board an attack before the Germans get organized. They have one weapon to help, a good amount of OBA.

The battle starts with the Soviets racing forward with T-34's and two leaders to spot for the OBA. The Germans around the bridge take fire immediately and disrupt several units. They subsequently recover, but will need to wait to dugin. Others around the bridge start digging. Turn 2 the Soviet tanks are in range to start firing, the Germans have limited response as the PzIVE's just cannot match the T-34's on the range, so they remain in limited terrain holding their fire. German OBA try's to help but it is weak against the T-34 armor. The T-34's score some more disruptions to the German infantry trying to digin around the bridge. The 37mm AT try's a shot but it bounces off the armor of the T-34's. Soviet OBA hits the disrupted units and demoralizes several. Meanwhile some of the Soviet Guard units move across the river to attack from the east side. German mortar and OBA find the range on them and disrupt several units. T-34's still blaze at the infantry as one platoon keeps an eye on the PzVIe. The Germans decide to sortie out to try for some sort of cross fire shot on the T-34's. Between the 37mm and the tanks they are able to maneuverer into position but the T-34's destroy a reduced PzIVE platoon. On the subsequent turn the Germans try the cross fire shot but miss in the attempt return fire by the T-34's miss as well. Meanwhile Soviet Guard infantry advance up the west side of the river. Harassed by the mortars and OBA the make it there by turn 7. At this point they start their assaults on some of the dug in German troops. Dice rolls are not with the Germans and several step losses are taken by the Germans. The Soviets are able to put troops on the bridge by turn 9 and take the surrounding hexes by turn 11.

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