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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Drive on Ponyri VII: At Long Last?
Burning Tigers #26
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 9th Panzer Division
Soviet Union 58th Independent Tank Regiment
Soviet Union 6th Guards Rifle Division
Display
Balance:



Overall balance chart for KRBT026
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 1 vote
5
4
3
2
1
5
Scenario Rank: --- of 940
Parent Game Burning Tigers
Historicity Historical
Date 1943-07-07
Start Time 07:15
Turn Count 18
Visibility Day
Counters 145
Net Morale 0
Net Initiative 1
Maps 2: 41, 43
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 169
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Delaying Action
Exit the Battle Area
Road Control
Urban Assault
Conditions
Entrenchments
Minefields
Off-board Artillery
Randomly-drawn Aircraft
Smoke
Scenario Requirements & Playability
Burning Tigers Base Game
Introduction

With fighting inside Ponyri at a fevered pitch, the German escalated their efforts to envelop the village. While the 86th Infantry Division fought to open the way east of Ponyri the 9th Panzer Division sought to drive some Guardsmen out of the woods to the west. The Guards had occupied the position on the previous day and immediately began exploiting the defensive advantages of the terrain.

Conclusion

When the Germans' unrelenting pressure finally began inching the Guardsmen back the harried Soviets began to waver. A breakout seemed imminent. Seeing a disaster in the making the officers and Kommissars jumped into the heart of the action. They quickly focused the troops on disabling the panzers in front of them and suppressing their supporting infantry. As fighting quieted down for the night the only change in the situation around Ponyri was the number of dead and dying.


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).
  • Prime Movers: Transports which only transport towed units and/or leaders (May not carry personnel units). May or may not be armored (armored models are open-top). All are mechanized. (SB)
  • 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
  • Motorized
Soviet Union Order of Battle
Army (RKKA)
  • Foot
Guards
  • Motorized

Display Errata (5)

5 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 41

All SS PzIVH tanks should have a movement of 8.

(Shad on 2010 Dec 15)
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 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)

Display AARs (1)

The Never Ending grind of Kursk
Author Retiredgrunt17
Method Solo
Victor Soviet Union
Play Date 2017-10-10
Language English
Scenario KRBT026

Turn 1-3. The Germans move forward towards the Soviet line and around the minefields. Soviet fire is hampering the German infantry efforts to go straight in to the assault.

Turn 4-10. The Soviet positions are staggered and mutually supporting. The German infantry tried to mass and punch a hole in the Soviet lines across the road. German armor took hits from the Soviet ATGs and had to stand off so as to not suffer unnecessary losses prior to the assaults.

Turn 11-15. The German attack stalls as the infantry mired in assaults that keep,going back and forth. Little headway has been made in creating the hole needed in the Soviet line to achieve the objectives. Russian units have move inwards from the flanks to support the center and clog up the area around the road.

Turn 16-18. German attack finally get a small enough gap in the German lines for armor to pass through. The town hexes are taken, but in the end, the road is not cleared sufficiently. Minor Soviet victory.

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