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
Errors? Omissions? Report them!
The End of Hope
Little Saturn #8
(Defender) Germany
(Defender) Italy
vs Soviet Union (Attacker)
Formations Involved
Germany 213th Infantry Division
Germany 27th Panzer Division
Germany 318th Infantry Regiment
Germany 385th "Rheingold" Infantry Division
Germany 539th Infantry Regiment
Italy 5ª Divisone Fanteria "Cosseria"
Soviet Union 267th Rifle Division
Soviet Union 564th Rifle Regiment
Soviet Union 59th Guards Rifle Division
Soviet Union 604th Rifle Regiment
Display
Balance:



Overall balance chart for LiSa008
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Little Saturn
Historicity Historical
Date 1942-12-17
Start Time 07:00
Turn Count 24
Visibility Day
Counters 389
Net Morale 0
Net Initiative 1
Maps 6: 1, 14, 16, 21, 3, 5
Layout Dimensions 129 x 56 cm
51 x 22 in
Play Bounty 274
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Exit the Battle Area
Inflict Enemy Casualties
Urban Assault
Conditions
Entrenchments
Off-board Artillery
Reinforcements
Severe Weather
Smoke
Terrain Mods
Scenario Requirements & Playability
Battle of the Bulge Counters
Eastern Front Maps + Counters
Fronte Russo Counters
Little Saturn Base Game
Road to Berlin Maps + Counters
Introduction

The 16th of December disappointed the Soviet high command when comparing their achievements to the battle plans. Although the front had been pushed forward, the advance gained two kilometers at most. That night the Soviet command decided that the following morning the tank corps, planned to be used in the exploitation phase only, would now join the attack. In the meantime, the Axis minefields were to be removed by infantry with the help of dismounted tankers. On the Italian side, the situation appeared gloomy, but not all hope had been lost. The German 6th Army advised General Giovanni Zanghieri, II Corps commander, that at last he could fully employ the 27th Panzer Division for support. Until now, the division commander, Colonel Hans Troeger, had only granted piecemeal use of his command. Further good news came with the announcement that two more divisions, the Julia Alpini and the German 387th Infantry, would soon be available. The Axis plan for the morning of the17th was for 27th Panzer to attack eastward to reestablish the link with the Ravenna Division. Elements of the Cosseria Division would provide flanking support.

Conclusion

The outcome was completely different from Italian hopes. The 17th Tank Corps supported by the 197th Rifle Division attacked the sector held by the Cosseria Division and the German 318th Regiment. The Russians soon captured the villages of Orobinsky and Dubikof and continued advancing. At that point they met the German reinforcements that, rather than attacking eastward as planned, were diverted to strike northeast toward Dubikof in order to give support to the 318th Regiment. The German armor force was trashed, losing 20 tanks and crippling the 27th Panzer Division's offensive capability. This battle cost the Italians dearly, too. Most of their batteries were uncovered when the defending ground forces were overwhelmed. They lost nearly 90% of the artillery due to overruns by enemy tanks or infantry, sometimes because the artillery tractors ran out of fuel. It was soon clear that the envisioned defensive line was not feasible. Nevertheless, the defenders struggled mightily and succeeded in delaying a complete breakout for another day at the exchange for 30 kilometers of penetration and a number of wrecked units. The Soviets had achieved a clear success at a heavy cost to their own units.

Additional Notes

Artillery is from the Cosseria division, therefore upgrade 75/27 howitzers to 75/18 howitzers, as per special rule 16.


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).
  • 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)

Display Order of Battle

Germany Order of Battle
Heer
  • Motorized
Luftwaffe
  • Leader
  • Towed
Italy Order of Battle
Regio Esercito
  • Motorized
Soviet Union Order of Battle
Army (RKKA)
  • Motorized

Display Errata (8)

8 Errata Items
Scen 8

The fuel shortage applies only to Italians.

(ricer on 2011 Jun 21)
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 495

One unit from Eastern Front has a direct firepower of 3-5 on its reduced side instead of the normal 4-5

(garbare83686 on 2023 Nov 26)
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 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)
Overall balance chart for 993

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (1)

We accidentally chose a monster!
Author mo caraher (Soviet Union)
Method Face to Face
Victor Germany, Italy
Participants unknown
Play Date 2011-06-19
Language English
Scenario LiSa008

Within an hour of unpacking and flipping through Little Saturn we determined we would choose a scenario and set it up that night. Little did we know it would remain set up for a month!

Is this the biggest scenario in all of PG-dom? With 6 maps and something around 400 combat units/transports it must be in the running. Set up and the first turn took almost two hours, and we closed shop for the night, not meeting again until 4 or 5 days later. This is the way the game would go...play a turn or two, walk away for 4 or 5 days, play a couple turns...etc. It was an ordeal, but well worth doing, for sure.

The Italian/German forces are, typically, smaller in number than the Soviet juggernaut that seems to enter several companies of units each turn for the first several turns, and it is quickly apparent that the Axis plan will be to delay the progress of the Soviet forces. There's not much else to hope for. The Soviet has 24 turns to achieve 3 or 4 of 4 Victory goals: - destroy 40+ Axis steps - control three villages - exit 7 tanks off map (about halfway across the map from the Sov entry point) - have 7 tanks on the West edge of the playing area (after entering from the East, three maps away)

As the Soviet player I just tried to keep things moving, swarming the towns with assault stacks and leap-frogging my arty and AT teams. Rich, the Axis player, carefully placed high-morale leaders in the villages, knowing they could buy an extra turn or two if assault combat could be drawn out with some timely rallies. He also did a great job positioning his mortars and long-range arty; every turn I had to look forward to 45 points of Italian shells raining down on a single stack , and by turn 24 I was still 5 hexes away from those darn guns!

Mistakes were made. I had split off a considerable force to the South to try and sneak around to the exit point (see third Victory condition, above) but Rich had me covered pretty well and it took 10 turns just to get out the forest on the South-east corner. In fact, any and all areas where the Axis chose to dig their heels in seemed to take ages to clear out. They would lose a lot of units, but would gain valuable time. Eventually, with his force pool down to perhaps 15-20%, little or no armour and the three "Victory towns" in Soviet hands, things looked grim for the Italo-Germans...but the delaying strategy had paid off; turn 24 came and went with the Soviets 4 tanks short of Victory conditions 3 and 4, resulting in a Minor Victory for the Italian side.

Good fun, a real head scratcher at times, but a fair bit longer than I would normally choose to take with a single scenario. We'll try a few smaller ones, now.

4 Comments
2012-11-28 11:12

Mo, this sounded epic and is obviously one I'll have to get on the table with my regular ftf gaming partner. Thanks for sharing

2012-11-28 16:39

Sounds great but why is this listed as a solo play?

2012-11-28 17:06

Oops. Error. I'll change that if I can.

2012-11-28 17:12

I very much admire that you looked at the maps and OOB, realized this was a beast, and went ahead and tackled it anyway! I really believe that bigger is better when it comes to the PG system. I'm glad your time invested proved satisfying!

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