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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Red Parachutes: Grigorovka
Heroes of the Soviet Union #16
(Attacker) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 19th Panzer Reconnaissance Battalion
Soviet Union 51st Guards Tank Brigade
Display
Balance:



Overall balance chart for HoSU016
Total
Side 1 2
Draw 0
Side 2 6
Overall Rating, 8 votes
5
4
3
2
1
3.38
Scenario Rank: 517 of 940
Parent Game Heroes of the Soviet Union
Historicity Historical
Date 1943-09-22
Start Time 10:15
Turn Count 8
Visibility Day
Counters 26
Net Morale 1
Net Initiative 0
Maps 1: 2
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 125
AAR Bounty 153
Total Plays 8
Total AARs 4
Battle Types
Meeting Engagement
Urban Assault
Conditions
Off-board Artillery
Scenario Requirements & Playability
Eastern Front Maps + Counters
Heroes of the Soviet Union Base Game
Introduction

FIRST UKRAINIAN FRONT: During the summer of 1943, the Soviets smashed a German offensive at Kursk and followed up the victory by pursuing the beaten foe. As the Germans retreated to the safety of the Dnepr River, the Soviets rushed to cross wherever they could gain a foothold before the Germans turned and stood behind the broad river. Sixth Guards Tanks Corps pushed elements across the river northwest of Kanev, and these elements advanced against light but mounting opposition on the morning of the 22nd.

Conclusion

The Germans held off the Soviet attack, but only barely as the thin mobile screen of recon elements from 19th Panzer Division slowly fell back. The Soviets would continue their crossing attempts, in ever greater strength.

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).
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.

Display Order of Battle

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

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 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)

Display AARs (4)

Short But Nasty
Author Retiredgrunt17
Method Solo
Victor Germany
Play Date 2018-02-12
Language English
Scenario HoSU016

This was a short 8 turn game, with victory going to had control of most of the town. The Germans and Soviets ran straight to the town in the center. The Germans, having motorized infantry and ATGs, had the advantage of speed. As the Soviets entered the town, assaults followed, with the Soviets being ravaged. The German Mk IVs were very effective against the Soviet T-34s, who didn’t fare as well. The result was the Soviets losing a company of infantry and a company of T-34s. The Germans held most of the town for a savage victory.

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T-34's rule the day
Author campsawyer
Method Solo
Victor Soviet Union
Play Date 2006-03-17
Language English
Scenario HoSU016

After trying to go through from beginning to end of HotSU, we could see that several of the beginning scenarios were similar and decide to jump to the Red Parachutes scenarios. This proved to be well worth it.

A meeting engagement between German recon group and advancing Guard units after the Kursk battle. The Germans have only a recon force to try to take and hold the town more town hexes than the Soviets. Morale and speed are going to be the German strengths. The Soviets have more T34's than the Germans can handle but the infantry support lacks transport and morale is less than the Germans.

To start the German win the initiative and gain most of the town before the Soviets can get the T34's rolling. But the Soviets take several eastern town hexes with the T34's before waiting for the infantry to catch up. The Germans look to try to get setup in the town with their 75mm AT as well as position the armor cars and MTC's to strike at the advancing Soviets. By turn three the Soviets have their force at the towns edge but the Germans have positioned their armor cars and infantry just on the northern edge of the town with the AT and PzIVF2 positioned in the west of the town. The Soviet start to move on the MTC's and armored cars, but they dash around to the east side of town out of range of the tank/infantry force. The Soviets move to crush the AT and German tank but take heavy fire from the German HMG and SPW251's before they are destroyed by T34 fire. The armored cars and MTC move back into the town taking the hexes that the Soviets had just vacated. This forces the Soviets to double back to fight for those hexes. In the mêlées the Soviets lose a T34 and INF but the armored cars are destroyed and the MTC are demoralized and sent running. Turning their attention back to the AT gun and German tank the Soviets are able to overrun the gun but not before another T34 is knocked out in the street battle. By the time turn 8 comes the German force is depleted and the Soviets hold more town hexes than the Germans.

As I remember this was an interesting meeting engagement as it kept going back and forth between the Germans and the Soviets. I have to admit that I was worried as the Germans than I would be completely overrun, but keeping the pressure on the Soviets kept me in the game right to the end. Good game and worth the play.

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Heroes of The Soviet Union, Scenario #16, Red Parachutes: Grigorovka
Author JayTownsend
Method Solo
Victor Soviet Union
Play Date 2003-12-03
Language English
Scenario HoSU016

I am not sure what year I actually played this, maybe 2003 but since this game was added to the PG-HQ forum and I found my old posting, I'll add it now.

I play one quick hitter from Heroes, Scenario #16, Red Parachutes: Grigorovka. I pick it because it is a fast play, something like 26 counters total, including leaders, with the victory condition of who ever controlled the most city hexes wins! Both sides start on the opposite side of the board, so it is kind of a race at first. The Russians have a bigger advantage with more armor but the Germans have a road leading into town, which helped them get there a little faster. After that it is a strategy on which units to move around the city and which ones to assault the enemy with, that have entered the city from opposite sides. I played it during commercials and half time of the Big Twelve Championship Football Game. It had 8 total turns and I was not sure of the out come until turn 7 and 8, with the Russian coming away with a clear victory. The Russians had control of 5 hexes, the Germans had 3 hexes and there were 2 or 3 that were in assault hexes or disputed. Fun Scenario! I think the Russians have the advantage unless the Germans can get some good initiative rolls in the beginning to get a good set up in town and spread out, though out the city.

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Swatting a gnat
Author Matt W
Method Solo
Victor Germany
Play Date 2012-11-03
Language English
Scenario HoSU016

In Virginia we have "gnat season". A short and very uncomfortable time during the spring where it seems as though small annoying flying insects find large puddles of vodka laced beverages and party at head height throughout my yard. Walking to the car can often be a terror laced activity as the tiny bugs become lodged in hair, ears, glasses, etc. (I have a mustache so let your imagination run wild). To defend we, of course, resort to swatting whereby we wildly swing at the darn things and they move deftly out of the way. My children, whose hearing is far better than mine, suggest that the gnats respond with tiny, derisive laughter.

This scenario is like that for the Soviet.

A fast group of German recon troops have to duel a Soviet force with some SMG support for control of a town. Neither player will have the strength to "take" the town so it is important to understand that this is a dance and not a fight. My Soviets came to this realization too late to win the battle.

Here's how it works. Both sides enter the board from opposite edges. The Germans are aided by a spur of a road and will get into the town before the Soviets. The Soviets will want to protect their armor in any case where the opposing forces may come in contact as the Germans will assault a lone armor unit without infantry support.

As the Soviets approach the German mechanized units they run away. Always keeping the final movement to themselves and always ending the turn with a town space between them and the Soviets thereby giving them the opportunity to run around, between and beside the Soviet guns which would turn them into mincemeat if they could ever draw a bead on them.

Time and again the Soviets would try to pen in the Germans and the Germans would run around and recapture terrain they had lost and recapture the victory condition. The Soviets would "swing", and the German gnats would avoid the swat and laugh derisively.

Oddly, this is one urban battle where speed of movement matters far more than any other factor. It was a frustrating little scenario. I give it a "2".

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