Town Fight PG Über Mentoring #1 |
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(Attacker) Germany | vs | Soviet Union (Defender) |
Formations Involved |
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Overall Rating, 51 votes |
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3.43
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Scenario Rank: 452 of 940 |
Parent Game | PG Über Mentoring |
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Historicity | Non-Historical |
Date | |
Start Time | 11:00 |
Turn Count | 5 |
Visibility | Day |
Counters | 17 |
Net Morale | 1 |
Net Initiative | 1 |
Maps | 1: 4 |
Layout Dimensions | 43 x 28 cm 17 x 11 in |
Play Bounty | 100 |
AAR Bounty | 33 |
Total Plays | 46 |
Total AARs | 24 |
Battle Types |
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Urban Assault |
Scenario Requirements & Playability | |
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PG Über Mentoring | Base Game |
Introduction |
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This simple scenario is designed to let players get used to the Vassal System without a large investment in time. A small formation of Germans is trying to drive the So-viets from the town. |
Conclusion |
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This scenario should be good for introducing players to the command and status flags. Usage of the assault hex map will likely also become familiar. |
Additional Notes |
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This scenario uses the Uber Mentoring Extension for play. |
3 Errata Items | |
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The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France. (plloyd1010
on 2015 Jul 31)
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The morale and combat modifiers of German Sergeant #1614 should be "0", not "8". (Shad
on 2010 Dec 15)
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The reduced direct fire value in Kursk: Burning Tigers is 4-4. (plloyd1010
on 2015 Jul 31)
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The First Step to More Combat |
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The small Soviet force retreated back to the nearby town and spread out their forces as thin as possible in hopes of repelling the small force of German units that had broken off and were in pursuit. The Germans approached the town from all directions. Advancing slowly in hopes of timing their assault perfectly, the Germans took few casualties as they approached due to the short range effectiveness of the Soviets weapons. However, the lone Soviet SMG posted in the east of the town was a force to reckoned with. In the end, the German force was too overwhelming for the Soviets and the Germans claimed victory. |
0 Comments |
Assault repelled [warning : german set-up too far !] | ||||||||||||
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Assault repelled [warning : german set-up was made too far !] Summary : As the germans approached a small town by the road, they were stopped by some resistance from a small but determined soviet force. Trying to move closer by superior firepower, they experience some losses and some units fled. However an assault was to be launched by a lieutenant-led force of one INF and one ENG platoons. They were to be supported by the fire of the other units. However the germans presume the strength of their firepower and the assault was canceled as units suffered a heavy returning fire. There were new losses and the moral was eroded again. On this hot weather of summer 1941, what could go wrong for german forces as they moved forward through soviet defenses ? ... maybe a bad recce ? Set-up : The germans arrive by the road within 700 meters east of a small town. There are 5 INF platoons, 1 ENG, 1 HMG led by 1 captain, 2 lieutenants and 1 sergeant. The soviets have 2 INF platoons, 1 HMG and 1 SMG, all led by 1 captain and 1 lieutenant. The captain and the SMG is at the center of the town. All others are on the western edge of the town. The soviets wait for the germans, as on their side noone is spotted yet. [the germans set up at 4 hexes by mistake] 11:00 : 1st turn All german units manage to advance within 3 or 2 hexes of the town without any loss, despite soviets opp-fire from the HMG at the enter of the town and later with one INF on the south side. Only the sergeant is disrupted. The soviet captain decides to reinforce the frontline units. 1 INF from the north joins the HMG and the lieutenant as it will be the main point of the german thrust. The SMG goes south to reinforce the INF unit. 11:15 : 2nd turn The germans begin with a massive fire on the HMG hex from the captain and lieutnant led units. However with no result. 1 INF comes to reinforce the captain hex for firepower. New fire by the second lieutenant hex on the HMG, closer, but with no result too. The sergeant manages to recover. The soviet captain activates everyone for firing, but with no result too. 11:30 : 3rd turn Soviets go first. The lieutenant hex fires on the german sergeant stack. It manages to make one step loss taken by the INF. Both the sergeant and the INF are demoralized, whereas the ENG remains unscathed. New massive fires on the HMG hex from the captain and lieutenant led units. The HMG is disrupted, other units are ok. The ENG takes this opportunity to move directly next to the HMG-INF-lieutenant hex at the enter of the town. The second lieutenant stack moves to join the ENG unit. South, the soviet INF opp-fires but the german moral hold on. The demoralized units (sergeant + INF) fails to recover and flew west by the road. The soviet captain orders the SMG unit to reinforce the lieutenant stack in front of the bulk of the german forces. 11:45 : 4th turn A new massive fire is decided by the germans on the HMG hex. The goal is to prepare for an assault by the second lieutenant stack. However there is no result again. The second lieutenant hex fire too then. But it is also a miss. The soviet captain activates everyone. All hexes fires separately on the lieutenant stack. They achieve quite a result : both the lieutenant and the ENG are demoralized, the INF is disrupted. The demoralized units (german sergeant + INF) manage to recover and become disrupted as they stop fleeing. 12:00 : 5th and last turn A new massive fire from the germans on the HMG hex, with no effect again. The soviet captain activates everyone else. The lieutnant stack fires on the german lieutenant hexes and manage to make a step loss, taken by the INF. The demoralized lieutenant manage to pass the moral check. However the ENG unit fails and takes a step loss and the INF unit fails too and become demoralized. Both the lieutenant and the ENG manage to recover however, whereas the INF flees west. At midday the german assault on the town is repelled. |
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1 Comment |
surround the town | ||||||||||||||
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German units set of in 4 locations. Two groups on each side of the woods south of town. Sarge led a led unit from the north and Lt Uno led a group down the road from the west. All units rushed the town to assult. Russians tried to fall back to consolidate units to repel the attackers. This left the south flank open for reinforcing the german units already in the town. russians had only one demmoralized inf unit in the town by the end of the battle. |
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Town fighting | ||||||||||||
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The Germans tried to knock down the Soviet HMG through firepower and it took most of the game to do so. The rest moved against the town to close in for a turn of firepower and then assault. They got into the town but the Soviets pulled back to hold the two needed hexes. On the last turn, the German firepower almost did it but the Soviets were tough and didn't break. It's good to see PG coming to VASSAL. |
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PGUM001 | ||||||||||||
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This scenario was perfectly fine for orienting myself with the basic Vassal module controls. I played solo per the self study course. I set up the Germans in two groups, one in the north with the HMG, and one in the south with the ENG platoon. The infantry/leaders were spread amongst them. Time was tight to break the Soviet town defense, to the aim was to spread the already thin Soviets between the two sides. Soviets deployed the INF north and the HMG south. The SMG set in the middle ready to respond to the first breakthrough. There wasn't much else they could do but sit tight. The dice played to the German advantage, with most OF being ineffective. They even had a 2 column shot at distance disrupt the Soviet HMG platoon, which was at that time the entire southern defense. They basically walked in and took it. No German step losses. |
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Short and Mean! |
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Five turns to clean out a town? Run for the town and roll 2d6 like a demon! The Germans set up to the W, NW, and E of town to force the Soviets to spread out. The Soviets established a triangular defense waiting to see which group of Germans would commit first... it didn't take long to find out. At the battle's crescendo three assaults occurred simultaneously. Both sides suffered step-losses but the Germans were unable to vanquish the stubborn Soviet defenders in time. A solid opening scenario and a tasty morsel of what makes PG so fun. I struggled a bit with the assault terrain markers. When I tried to lasso-select a group of units I ended up moving the marker instead. Will post in the Vassal forum for help on that. |
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Close in Fighting | ||||||||||||||
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The Soviets set up second That give them the advantage of knowing where the Nazis are and react accordingly. I got a leader w/a morale benefit so he went in the center of town. Pay attention as I missed a couple OP chances. The unit was not going to move. Germans were out in the open w hexes away form the town. That means they move one hex and stop. They could be safely ignored due to activated complete status. The units that moved next to my HMG were the immediate danger. I disrupted and then demoralized. I kept the Germans in assault for two turns in two hexes. That meant the Germans could not move into enough hexes to deny Soviet victory. Soviets need 2 or more hexes to win. |
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Tough on the Germans | ||||||||||||||
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The Germans set up 3 or more hexes away from the town. The one or two open hexes make it tough for the assaulting German troops. Need good morale modifiers to keep the Germans for disrupting or demoralizing. There are only five turns to eject the Sovs out of the town. This is very tough as a scenario. To learn vassal it is great. |
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Clever Intro to Urban Assault/Defense |
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I found this to be a simple, but clever scenario. There are a lot of at start options available to both sides and it serves admirably well to illustrate almost immediately the consequences of a particular decision. In this game, the Germans started out hot, and I thought it might be a cakewalk for them as they rapidly closed on the town and were able to Demoralize one of the defenders almost immediately. But the Soviets managed to stiffen the defense and it wasn’t until the last turn on a failed Recovery roll by the Soviets that the game was decided. It was a good refresher on both urban assault and urban defense. I thoroughly enjoyed it. |
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Town Fight | ||||||||||||||
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Dan H used the woods to the SE for his jumping off point into the town. My Russians were pretty inaccurate with their opportunity fire, and the Germans were able to move within assault range rather quickly. The Russian SMG squad noticed a lost Lt and moved in for the easy kill. There were three assault hexes, but the Russians were too entrenched in the town for the Germans to dig them out. Thanks for your time, Dan. Had fun. |
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Suck it up and Close | ||||||||||||||
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The Germans need to close with Sovs to clear the town. If the German get one of the 9 or 10 morale leaders with a 2 morale modifier, move a unit towards the town with a leader. Leader stops 2 hexes from town. run more units next to town to trigger OP Fire. Next turn start close assault as the Germans have better morale and leaders. to offset the -2 for town assault. There is one engineer unit. |
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Capt. Chaos Defends in Town Fight, Leading the Soviet Side | ||||||||||||||
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Town Fight is Scenario One of the PG Uber Mentoring Scenarios. It is a short, simple scenario designed to let new players get used to the Vassal system and PG game mechanics. Town Fight is my second scenario play-through as a PG-HQ Recruit after playing, An Army at Dawn – Fold or Fight. I feel I gained more by playing Town Fight as my 2nd scenario…a good call by my mentor: Treadasaurusrex. Played this scenario on Map 4, a 2-company, infantry task force of Germans is attempting to drive the Soviets from the town. I played as the Soviets to gain experience defending a town. Scenario Length: 5 Turns, First Turn: 1100 Hrs Germans: Set up first At least 3 Hexes from town, that are on the move so not dug in - in clear terrain 5x INF 1x CAPT 1x ENG 2x LT 1x HMG 1x SGT Morale: 8/6 Initiative: 1, -1 for every 3 steps lost OBA: None Special Rules: None Soviets: Set up second In town with no more than one unit per Hex 2x INF 1x CAPT 1x SMG 1x LT 1x HMG Morale: 7/6 Initiative: 0 OBA: None Special Rules: None German Objectives: Reduce Soviet control of town to no more than 1 Hex occupied by undemoralized Soviet units at end of play Soviet Objectives: Have 2 undemoralized units and control of at least 2 town Hexes at end of play Engagement The Germans set up in a stacked line 3 Hexes from town to the southwest. The Soviets set up consolidated within the town with the Captain in the northeastern most Hex, the HMG in the center of town with the LT, the SMG in the southwestern most Hex with the INF occupying the town Hexes on each side of the SMG. The Germans rapidly closed with the town attacking from the southwest and attempting to flank the town to the southeast. Although outnumbered in both leadership and units, and with no OBA on either side, the Soviets were able to fight to a draw. We practiced using the hidden unit optional rule for the town defenders. Conclusion This scenario very starkly demonstrated the advantages of defending a town and being consolidated within a town. I give this quick-to-play, and relatively balanced, scenario and enthusiastic: 4. |
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Urban Combat Good Training, Sir! | ||||||||||||||
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This was a 1-session, quick and fun scenario. It was chock full of decision points for both sides. I played the defending Commie garrison against Tambu as the Germans. The leader draws were pretty bad for both sides, but the Russians lost their commanding officer in an assault on the third turn. Bad morale and combat die rolling for the Russians, and the reverse for the Germans, lost this town pretty fast for the proleteriot comrades. A good balanced scanario that could have gone either way. |
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1 Comment |
Thank you Hector. Of the AAR's I've seen about Town Fight, that was an interesting take on it. When I created the Mentoring Scenarios, it was more to teach the mechanics of Panzergrenadier and playing through Vassal. I never really thought of Town Fight as urban combat training.
I'm afraid that you will not find the next scenario so balanced. Remember though, the point is training in one game session, emphasis on the training.
First Game | ||||||||||||||
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Frustrating but enjoyable. I need to keep playing, it takes awhile to learn all of the many layers. I can tell, the more I play, the quicker it should get. |
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A fun simple game to learn the VASSAL envirnoment with....and a suprise ending | ||||||||||||
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This was my first foray into using VASSAL. Furthermore, this was also my first SOLO Panzer Grenadier game. As such, it was great fun and I enjoyed the VASSAL experience and tool....that is once I spent a few days fretting over using VASSAL and all of the controls. LOL. You know...it's the old dog trying to learn new tricks syndrome. Once I got through the set up and first turn, it was smooth sailing from that point on. Scenario Results: Soviet Victory due to the Germans making an error in that they didn't attack the town aggressively enough in the first couple of turns. My choice was to have two rather large fire teams fire on the Soviets in the town hexes to "soften them up". The problem is that I spent too much time trying to soften them up and ended up losing due to running out of time. In the end, if I had a couple more turns in this scenario, I would have been able to wipe out the Soviets in the assault hex that I did end up attacking too late. Waiting to move adjacent to the Soviet town's defenders was just way too late to remove the Soviet units and wrestle control of the town hexes away from the Soviets. The end result was the Soviets controlling 3 town hexes with 3 Non demoralized units and a leader. The remaining leader and disrupted reduced unit ended the scenario still locked in the assault hex. Interestingly, that disrupted and reduced unit in the assault hex scored a 12 assault roll on the 1 column and caused one of the good order to eventually fail its morale check and end the game demoralized. That was kind of a surprising end to a fun little scenario. Looking foward to many more VASSAL scenarios in the future. |
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There are only a few of us | ||||||||||||||
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Bravely maning the ramparts to the south of town....and on they came, german platoons...and weapons...and they kept coming and then they jumped in the center hex....Assault, Demoralization, swearing....and the remainder of the russians fell back to the center.... In the end, at the end, the Assault was ongoing....Russians undemoralized ---and a disrupted unit in the center of town....two hexes with undemoralized units.... Straight on --The Germans almost had it a couple times...had he pressed harder I probably would have been overwhelmed in all hexes. |
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Town fighting |
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not much to say about this one, except the game eventually ended up being played on the assault map. Assault combat is used to great extent here. |
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Not enough time | ||||||||||||
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This is my first scenario and I'm new to the game so don't expect some deep analysis. German HMG and a couple of platoons constantly fired against the Russian positions in the town while the other company, supported by a platoon of engineers, closed up with the enemy preparing for an assault. Thanks to a mistake of the Russian commander who opened fire instead of retaining the OP capability, the Germans managed to enter the village and demoralized a couple of Russian units. This required a strong concentration of forces, however, and at the end, a single turn of assault was not enough to disrupt/demoralize the third Russian platoon. |
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Class in session - Town Fight 1 | ||||||||||||
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This is the first scenario in the Mentoring book on the Self-Study track to gain access to the VASSAL modules of PG. Having played this game almost exclusively via Skype/Dual setup, it was great to finally see the introduction of the VASSAL modules and I immediately started the 6-scenario track. As these are simple scenarios intended to familiarize a player with the Uber module, these will be relatively short AARs. This involves a small company of German infantry and HMGs attacking a Soviet garrison in town. The Germans decided on a direct assault from the north, moving individually up to a hex away from the town and survived opportunity fire from the HMG and INF units. as the Germans approached, the SMG unit moved into the HMG hex and awaiting the oncoming Germans. The Germans continued their approach to the edge of town and took some fire but weathered through the morale checks. One of the Soviet INF on the edge, moved back to the center of town to prevent a pick-off shot. On Turn 3, the Soviets actually won the initiative and with the SMG and HMG, fired at point blank into the onrushing German troops but could not inflict serious damage. The Germans rushed into assaults on the town and were able to demoralize the HMG and the Captain, both of which retreated out of town as the rest of the Soviet troop pockets were destroyed by the invaders on the last turn. After the first play with the VASSAL module, I am impressed with the product. the controls are fairly intuitive after a couple of turns of play and the boards and pieces are top notch. The placement of the status markers as side-bars as opposed to full counters is a nice touch as there is no clutter or monster stacks to deal with. I can tell that a lot of effort and care went into development and I really appreciate those that put the hard work in to make this a reality. I rated the scenario a 3 but the module so far is a 5. |
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Dancing in the dark, under a thunderhead | ||||||||||||||
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The Americans start with 2 unsupported battalions of volunteers. The Spanish, though inferior in numbers, have the advantage of a battalion of regular infantry. That, combined with the disparity in the officer corps, give the Spanish a serious qualitative advantage. Due to the small size of the forces and the amount of open ground, the Spanish cannot simple form a hedgehog at the crossroad. They need an active defense. My opponent set up around the crossroads on board 33 with his cavalry screening his right flank, from the hill. This left a wide gap through which I charged. This drew my opponent off the crossroads. At this point, the infantry fight problems began to manifest themselves. Specifically that infantry does not our run other infantry very well. I had achieved the break-in, but could not get enough of a breakthrough. I sent my major, a rather worthless officer, and 2 companies running for the exit. Holding the opening caused a near collapse of the remaining force. My general and 3 companies were demoralized and nearly everyone else was disrupted. Fleeing and some adroit maneuvering allowed for my recovery. It also left the Spanish free to maneuver too. 2 companies were isolated for the rest. The Spanish infantry and cavalry closed in on them. Becoming demoralized and caught in a crossfire, they were annihilated as the general and other infantry tried to beak the crossfire and rescue them. The game ended with the Americans able to fulfill 1 of their 3 objectives. Spain had a minor victory. This scenario is rather brittle. The game was largely decided before sunrise, about 6- or 7 turn in. |
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First Effort | ||||||||||||||
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Played my first full game of PG online with my very patient and helpful, mentor. The German side had surprisingly good luck throwing dice and actually won the scenario, losing one step of infantry inspite of able Soviet resistance. The Germans appeared out of the woods south of the town and moved directly into the open area south of the town drawing a significant amount of opportunity fire from the Soviets. The Soviet side ended up losing 5 steps in the 5-turn scenario but maintained a 2-hex foothold, with demoralized combat units in the town that the Germans were trying to capture. This result was primarily due to my mentors's sage tactical advice as I am just learning the game mechanics under the latest PG rule set. |
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Soviets hold on and survive ongoing assaults | ||||||||||||
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This game had the Germans surrounding the Soviets, 7 platoons vs 4. The Germans fired with a HMG group, with the rest charging into the town. It was a tough fight for the Germans, with not much advantage in assaults. The Soviets held on for a win, losing no steps to the German one-loss, while retaining 3 towm locations. |
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After heavy losses, Soviets fight and hold the town | ||||||||||||||
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The Germans deployed with Half the forces to the north, and half to the south with the HMG. The Soviets spread out their forces with the SMG platoon in the middle. A charge by the Germans from both directions quickly resulted in heavy losses. However they managed to assault into the NW of the town with a full company, which managed to grind the Soviets down over the next few turns, but not soon enough to move on and capture more of the town. In the south, a single Soviet platoon fought resolutely and held up half the German force for mucgh of th e game. In the end, the Germans captured five hexes, but the defenders held on with two platoons in two hexes. Thanks again for good mentoring from treadasaurusrex and his deserved win. |
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1 Comment |
Last of the Russians | ||||||||||||||
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This one is mostly an effort to discourage newbies from going on and disperses headaches more than anything else. |
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2 Comments |