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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Reconnaissance Blitz
PG Über Mentoring #4
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Display
Balance:



Overall balance chart for PGUM004
Total
Side 1 19
Draw 1
Side 2 13
Overall Rating, 39 votes
5
4
3
2
1
2.92
Scenario Rank: 785 of 940
Parent Game PG Über Mentoring
Historicity Non-Historical
Date
Start Time 07:00
Turn Count 6
Visibility Day
Counters 30
Net Morale 1
Net Initiative 1
Maps 1: 5
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 117
AAR Bounty 99
Total Plays 33
Total AARs 13
Battle Types
Exit the Battle Area
Scenario Requirements & Playability
PG Über Mentoring Base Game
Introduction

Reconnaissance on the Eastern Front usually involved getting around or going through the enemy, in order to get an idea of what was behind the front line. Here a German recon battalion is trying to infiltrate northward through the defenders.

Conclusion

This should be a scenario of maneuver and opportunity fire. Special designation of leaders is also demonstrated.

Additional Notes

This scenario uses the Uber Mentoring Extension for play.


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.
  • 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
Soviet Union Order of Battle
Army (RKKA)

Display Errata (3)

3 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 63

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

(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)

Display AARs (13)

Manuerver Yes Oppertunity Fire Yes Subtlety No
Author Dan_Huffman (Germany)
Method VASSAL
Victor Germany
Participants plloyd1010
Play Date 2020-04-05
Language English
Scenario PGUM004

I barely won this scenario. The German direction of movement is based on the Soviet set up. The set the 78 mm on the east 4 hex slope. The other AT gun went in fields west of the road in the north. Trucks have a negative -1 value.

I marched the foot troops north along the road. The motorcycles went between the fields and road. They disrupted and recovered. Then went west of the fields to go off the board.

The armored cars went due north along the west edge of the board and off the map.

This is a fairly quick scenario. Once the Germans plan their direction of movement it is do they make their MC?

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soviets hold off german advance
Author elfram2 (Germany)
Method VASSAL
Victor Soviet Union
Participants plloyd1010
Play Date 2020-08-26
Language English
Scenario PGUM004

soviets split defensive postions around east-west line. Germans tried a quick run up the west side of board but were held off (destroyed or delayed units ).

0 Comments
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Remember the Victory Conditions
Author Dan_Huffman (Soviet Union)
Method VASSAL
Victor Soviet Union
Participants usmcwo1 (AAR)
Play Date 2020-10-29
Language English
Scenario PGUM004

My opponent got distracted by gong after my units. Sometime mission objectives are upper leader ship needs info on enemy rear area dispositions. Putting the Sov 76.2 on the small hill was okay. The 45mm AT gun should have been put on the edge of either field on the center west map part.

Not like it was the third time I played the Soviet side.

AGAIN remember 6 turns for the German to exit steps off the map. Trucks are wheeled with 1.5 MP per clear hex.

0 Comments
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Ricognizione "pull" (Reconnaissance-pull)
Author g1ul10
Method Solo
Victor Germany
Play Date 2020-03-07
Language Italiano
Scenario PGUM004

Due compagnie di fanteria Russa, appoggiata da una batteria di cannoni anti-carro e due batterie di mortai, si oppongono alla penetrazione di elementi di un battaglione di ricognizione Tedesco. I Russi sono disposti lungo una linea ancorata ad un fiume sul fianco sinistro e proteggono la strada con un fuoco incrociato di mortai e cannoni anti-carro. I Tedeschi evitano la strada e forzano il blocco sul lato destro dello schieramento Russo, parzialmente protetti da un piccolo bosco. L'azione e' subito concitata. Due plotoni di motociclisti Tedeschi ingaggiano in corpo a corpo la fanteria Russa, permettendo il passaggio del convoglio di autocarri e di due plotoni di autoblindi. Nonostante i mortai e i cannoni anti-carro Sovietici infliggano qualche perdita, i Tedeschi riescono ad uscire velocemente dalla mappa sul lato opposto vincendo lo scenario.

Questo scenario dovrebbe rappresentare una situazione di ricognizione tattica da parte di un gruppo motorizzato Tedesco. Dato pero' il limitato spazio per lo schieramento delle forze Russe, di fatto e' un attacco frontale condotto con mezzi leggeri. Di per se la situazione tattica e' poco realistica, ma lo scenario serve al suo scopo di ben illustrare l'utilizzo dei trasporti nel gioco.

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Class in session - Reconnaissance Blitz
Author tlangston28
Method Solo
Victor Germany
Play Date 2020-05-28
Language English
Scenario PGUM004

Scenario 4 in the Uber Mentoring scenario pack. This requires a German motorized company to exit off the north edge of the map. I setup the Soviets with the 76.2 gun on the road 6 hexes from the edge with the 81mm mortar and a dugin INF and HMG in the road hex immediately in front. The 45mm AT gun was placed just south of the fields with INF units dug in on the far west and also next to the river on the east to block paths.

Basically, I ran the German INF/HMG and MTC units down the road and to the east of the road to see if I could get past with the high speed units and hoping that adjacent shots wouldn't be effective. the SK 222s were positioned to move up the west side to get by. The INF/HMG and MTC units moved up the road and nearby, getting into position while taking mortar fire from the Soviets. The SK222s moved into the woods at first and immediately began taking fire from the 45mm AT, which was able to reduce one of the SK222 units. The other begin the dash up the left, with the Soviet dug-in units there deciding to move to intercept. After a few turns of fire and response, the German INF/HMGs were able to get into an assault with the emplaced gun units and eventually eliminating them. The MTCs meanwhile absorbed some OP fire shots, keeping the other units at bay until they zoomed past the dug in positions and taking some minor casualties. At the end of the game, The Germans were able to get just enough units off the map to get a narrow victory.

Another ok scenario from the pack - would probably be more enjoyable in a face-to-face or Skype/Vassal game.

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Victory Conditions
Author usmcwo1 (Germany)
Method VASSAL
Victor Soviet Union
Participants Dan_Huffman (AAR)
Play Date 2020-10-29
Language English
Scenario PGUM004

Dan nailed it. I got too caught up trying to engage his units. I should have just drove like hell to the north. Good teaching scenario. Thanks Dan.

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Run for the hills
Author geofgibson
Method Solo
Victor Germany
Play Date 2021-12-12
Language English
Scenario PGUM004

This was a little different. Ended up running it twice due to app. crashing mid-play. First thing is deployment. Initially placed 45mm AT gun off to the right to cover approach on the right side. That was a mistake as the Germans just came in on the other side of the board and the MF of the wagon just couldn't reposition before the Germans got off the map. Also underestimated the effectiveness of long range AT fire. I think the Soviet strategy needs to be to position the AT guns centrally and take every opp. fire possible vs. the APCs. The mortar was quite useful. I hadn't noticed the rule before that only mortars with a MF can opp. fire so the 10 BF of the 76.2 is useless for opp. fire. In the first run of the game the mortar was able to get some MCs so they could slow the advance, but the game crashed before we could get to a resolution. On the second run the Germans just had too many 6, 7, 8 rolls go their way. The key to this scenario seems to be that the Germans have speed on their side and the Soviets are only going to get anywhere if they hold their fire and shoot at moving targets.

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Don't Stop and Fight the Soviets, Nummie!
Author Sonora (Germany)
Method VASSAL
Victor Soviet Union
Participants treadasaurusrex
Play Date 2023-04-16
Language English
Scenario PGUM004

Too much exciting fighting, not enough exiting units off the map! Read and follow the victory conditions -- what a concept!

0 Comments
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Reconnaissance Blitz
Author Capt. Chaos (Germany)
Method VASSAL
Victor Germany
Participants treadasaurusrex
Play Date 2023-05-02
Language English
Scenario PGUM004

Reconnaissance Blitz

Reconnaissance Blitz is Scenario Four of the PG Uber Mentoring Scenarios. It is another short scenario, although oversimplified and very basic in its scope. It was designed and chosen to introduce reconnaissance vehicles and reconnaissance leaders, along with their associated movements and abilities, to new players. And as such, it is a scenario of maneuver for the Germans and opportunity fire for the Soviets. Since opportunity fire is not a new concept, it should be well practiced by now for the beginning student. Maneuvering, on the other hand, involves much more ‘time and space’ so at this point the new student has very limited experience and practice at it. So I would recommend that new students engage in this scenario as the Germans. Either by intent or happy coincidence, Reconnaissance Blitz hammers home the very valuable lesson from earlier scenarios that you must always keep your objectives in mind and give them priority. In this scenario it is very easy for the Germans to get side tracked by targets of opportunity that will inevitably cause a failure of their objective. Reconnaissance Blitz is my first scenario as a PG-HQ Private and I still find it beneficial to my progress to be alternating the PG Uber Mentoring Scenarios with the An Army at Dawn scenarios.

The German’s objective in this scenario is extremely simple and if followed it is impossible for the Soviets to accomplish their objectives.

I played Reconnaissance Blitz as the German recon units

Background

In order to get an idea of what was behind the front lines, reconnaissance on the eastern front usually involved getting around or going through the enemy.

Played on map 5, the Soviets are manning the eastern front.

Game Length: 6 Turns First Turn: 0700 Hrs Other: River is minor

Soviets: Set up first Any Hex at least 5 Hexes from south map edge All units in eligible terrain may be dug-in 4x INF 1x HMG 1x 82mm 1x 45mm 1x 76.2mm 2x Wagon

Leaders: 1x CAPT, 2x LT Morale: 7/6 Initiative: 1, -1 for every 2 steps lost OBA: None Special Rules: None Germans: Enter south map edge on turn one or after Not all units have to enter on same turn or enter at all 3x INF 1x HMG 3x MTC 2x SK222 4x Truck

Leaders: 1x MAJ, 1x CAPT, 1x LT, 1x SGT Morale: 8/7 Initiative: 2, -1 for every 4 steps lost OBA: None Special Rules: 2 leaders my be designated motorcycle leaders with a movement allowance of 12 ( Designate motorcycle leaders as you would cavalry leaders)

Trucks and wagons count as steps lost or steps exiting map

This scenario is played with the optional initiative rules of rolling dice after 3rd turn to determine the initiative

German Objectives: Have more German steps exit off north map edge than German steps eliminated or still on the board at the end of play

Soviet Objectives: Obstruct the German objective

Engagement

The Germans set up as follows:

• The Germans set up off the south edge of the map. The units were fairly evenly distributed amongst combat units, vehicles and leaders from east to west across the front, with the exception of due south of the minor river.

The Soviets set up as follows:

• The Soviets set up on the hill east of the north-south road and in the 2 fields west of the north-south road, with not all units initially visible to the Germans

• 1x infantry platoon dug-in in the north west Hex of the hill.

• 1x infantry platoon dug in and 1x HMG platoon dug-in in the northeast Hex of the western most field.

The Germans entered the map on the south western most Hex and immediately made a bee-line due north for the northern edge of the map. The Germans then moved the units directly east of those onto the map and again made a bee-line for the northern edge of the map. This second group of units would eventually run into the fields so it was decided to maneuver around the fields to the west. The reconnaissance leaders of these two groups of units spotted all Soviets not initially observable in the two fields. They spotted 1x INF platoon, 1x 45mm Anti-Tank Artillery platoon, and 1x LT, all dug-in in the southern most Hex of the western field, along with 1x non dug-in Wagon.

The Germans then moved their western most units onto the map south of the western edge of the minor river. Once past the river they moved to the northeast to flank the hill on the east. The reconnaissance leaders spotted the remaining unobserved Soviet units on the hill. They spotted 1x INF platoon dug-in in the southeastern Hex of the hill. They also spotted 1x 82mm Mortar Platoon, 1x 76.2mm Anti-Tank Artillery Platoon, and 1x CAPT all dug-in in the southwestern Hex of the hill. Also 1x Wagon nondug-in.

All Soviet units are now visible.

The Germans then moved their remaining off map units (in two separate groups to split any op-fire) straight north up the north-south road in the center of the map.

While enduring withering op-fire from the Soviets, along with a direct fire attack from multiple adjacent Hexes along the road, and all the while exercising Herculean self control in order to not engage any targets of opportunity, the Germans met their objectives with 16 steps moved off the northern edge of the map with only 2 steps left on the map and 6 steps in the graveyard.

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Germans race around the unsuspecting Soviets to victory
Author Jockulus (Germany)
Method VASSAL
Victor Germany
Participants treadasaurusrex
Play Date 2023-09-26
Language English
Scenario PGUM004

The Soviets setup largely in the centre, covering the main road from both sides. The Germans setup off map on the left flank, with the aim or running around the side of the defending force. This strategy generally worked well. Over the next 3 turns, the Germans raced ahead and waiting for opportunity or other long distance fire. The Soviets fired both their 45mm ATG and 76mm gun but both failed to inflict more than morale checks that were readily passed by the lucky attackers. Their infantry units were too slow or not in a position to redeploy to other defensive locations until too late. The Germans raced off the board with no losses. Thanks to the mentor for guiding the Germans through this scenario.

1 Comment
2023-09-28 21:40

Try playing me sometime.

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They Moved like water through a Sieve!
Author treadasaurusrex (Soviet Union)
Method VASSAL
Victor Germany
Participants plloyd1010
Play Date 2021-08-15
Language English
Scenario PGUM004

My gracious mentor playing the Germans clobbered me this afternoon as I was unable to do more than serve as a Soviet road bump on Map 5. While the initial Russian setup denied easy moment to the Germans on the west edge and the high speed avenue of approach along the map's central road, the Nazi hordes proceeded to mount a determined right hook, masking attack on the main Russian overwatch position atop the hill. Both sides lost only two steps in combat as the Germans swung around the Russian position in a fast moving torrent after eliminating the Soviet 76.2 mm AT gun on the eastern edge of the hilltop. This re-enactment of the undiluted Schlieffen Plan easily achieved their victory conditions and the Russians were barely able to slow down the German Motorcycle infantry Company in spite of mounting a makeshift hilltop assault.

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Whoops!
Author Grognard Gunny (Germany)
Method VASSAL
Victor Soviet Union
Participants treadasaurusrex
Play Date 2024-03-03
Language English
Scenario PGUM004

After completely forgetting that the 76.2 Arty could also fire AT.... I got my troops shot up pretty badly in the early going. Got a few units off the North edge... but not nearly enough. (Note- Spent more time making errors on the blasted unit marking process than I did on making "smart" moves.) Not smooth at all.

1 Comment
2024-03-04 20:46

Had fun playing a determined and rapidly-learning opponent.

And . . . in spite of Don's frustration, he is actually getting much better at manipulating the doggone digital counters in Vassal.

Oh, and today is the 4th, not the 3rd of March.

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A Wretched, Gamey Scenario
Author CavDo (Soviet Union)
Method VASSAL
Victor Germany
Participants Tankodactyl
Play Date 2023-05-03
Language English
Scenario PGUM004

Not much to say about this crapulent excuse for a PG scenario. This is suitable fo solo play, but is pretty worthless as a lesson in tactics. The Russians setup, the Russians dig in. The Germans appear, the Germans run off as fast as they can. Game over, Germans win. What an ridiculous, gamey waste of time.

2 Comments
(edited 2023-05-05 07:03)

Sounds more like you are tactically inept.

The scenario has 28 recorded plays. The victory rates are 54% to 43%. Would that more scenarios be so wretched.

2023-09-27 21:07

Good grief, did you never hear your mother say: "If you can't say something nice, don't say anything at all."

A little encouragement for new players would be a nice change, rather than these disrespectful remarks.

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