Panzer Grenadier Battles on March 31st:
An Army at Dawn #40 - Task Force Benson Conquest of Ethiopia #27 - Salt Spring
An Army at Dawn 2nd Ed #39 - Restless Energy Spearhead Division #19 - The Cats Return
Afrika Korps #8 - Ambush! Spearhead Division #20 - Wewer
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Bogdanovo
PG Demo Games #1
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 6th Panzer Division
Soviet Union 355th Rifle Division
Display
Balance:



Overall balance chart for PGdm001
Total
Side 1 4
Draw 0
Side 2 8
Overall Rating, 14 votes
5
4
3
2
1
3
Scenario Rank: 792 of 957
Parent Game PG Demo Games
Historicity Historical
Date 1942-01-08
Start Time 08:00
Turn Count 16
Visibility Day
Counters 63
Net Morale 0
Net Initiative 2
Maps 1: 2
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 144
AAR Bounty 154
Total Plays 12
Total AARs 3
Duplicates EFDx090, PaGr001
Battle Types
Urban Assault
Conditions
Off-board Artillery
Scenario Requirements & Playability
PG Demo Games Base Game
Introduction

After the failure of the Fuhrer Escort Battalion to take the village of Bogdanovo, The 6th Panzer Division took over the task. In the midst of the Soviet winter offensive, every structure took on added importance as shelter from the elements.

Conclusion

After repeated attacks by hordes of Germans, the exhausted Soviet defenders finally gave way. While 6th Panzer Division's troops could still execute an attack in a competent and professional manner, the earlier failures showed that the edge in training and experience that had carried the invaders to the gates of Moscow was rapidly fading away.

Additional Notes

This scenario is a copy of Eastern Front Deluxe, scenario 90. The only notable difference is that the demo game map is slightly different than the standard version.


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).
  • 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
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable

Display Order of Battle

Germany Order of Battle
Heer
  • Motorized
Soviet Union Order of Battle
Army (RKKA)
  • Towed

Display Errata (4)

4 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 532

The StuG IIb appearing in the original Panzer Grenadier game had an Anti tank value of 4-7. As of Eastern Front Deluxe (2005), continuing onward through the 3rd and 4th edition games, the anti-tank value has been 4-4.

(plloyd1010 on 2022 Jul 21)
Overall balance chart for 951

The reduced direct fire value in Kursk: Burning Tigers is 4-4.

(plloyd1010 on 2015 Jul 31)

Display AARs (3)

The Russians Hold!
Author treadasaurusrex (Soviet Union)
Method VASSAL
Victor Soviet Union
Participants Tubac52
Play Date 2024-01-04
Language English
Scenario PGdm001

This was a costly, but fun, 4-session play-through with the ingenious & playful, Tubac52, leading the attacking elements of the German 6th Panzer, and me playing the defending elements of the Soviet 355th Rifle Division. While the result was a Russian victory after 16 bloody turns, the outcome was in doubt for most of the game. Our leaders draws were middling, with the Germans having a slight advantage. We used the defense-favoring FOW, as well as the smoke-illum, extended assault and excess initiative optional rules. We lost count of the number of combat 7-die rolls, but there always seemed to be one or two in the mix whenever there was a crucial fight in any of the 3 entrenchments or town hexes. Playing the Bolshevik side with no armor as penance for past sins, I had surprisingly lucky armor piercing, and morale recovery die rolls with the Russian 45mm AT units. All but the last 2 steps of Pz-IVe tanks were eliminated by either AT fire or close assault during this battle.

Others has described the action in this scenario, so I will only summarize. In the early going, the German thrust was aimed primarily at the town, but effective Russian OBA and long-range AT fire caused a change in plans, and a portion of the attacking force was drawn off to the ultimately successful conquest of the nearby hill. It proved comparatively easy to exceed the required German step loss minimum of 7, and thanks to hard fought Soviet counterattacks, only one town hex was controlled by the German side by the end of the battle. Mostly, the Axis side just ran out of leaders and combat units by the end of game turn 13.

This early scenario's "all or nothing" victory conditions are indeed very hard for the German side to pull off. This battle simulation is better suited to SOLO play, but we give it a generous rating of 3.

0 Comments
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First time's a charm, second time's a slog
Author Isra3lite (Germany)
Method VASSAL
Victor Soviet Union
Participants treadasaurusrex
Play Date 2025-02-26
Language English
Scenario PGdm001

***Player's note: This is my (Isra3lite's) 2nd time playing this scenario as the Huns, trying to carry out the same tactics as the first time, but against a much more knowledgeable player. Here are the rules we employed: We used the FOW, hidden units (Soviets only), extended assault, tank riders, smoke/illum and excess initiative optional rules. We also used these 2 house rules: 1) Road Movement for Mechanized & Foot Units - All FOOT & MECHANIZED units may move on roads at the rate of 1/2 of a Movement Point per road hex, just like MOTORIZED units, and 2) Standardized Movement for Mechanized Units — All mechanized units may move through clear hexes at a movement cost of only 1 movement point per hex, instead of 1 1/2. Add one to this cost if moving up, across, or down slopes hexes.


Tread's Soviet initial deployment on Map 02 was primarily within the town of Bogdanovo, with both 45mm AT guns and HMG teams facing westwards towards the hill centered on 0713. Soviet 82mm Mortars deep along the west side of the town and most of the SMG and Leaders towards the center of town. Within the western side of the hill were all of the half-strength infantry 2-2 platoon units and a sole leader, awaiting the German advance.

Given the lengthy duration of the scenario, from 0800 to 1200, the Germans decided to overrun the hill and pin the half strength units taking three turns to assault those positions. Elimination of the half strength Soviet platoons proved challenging as the 82mm mortar teams as well as triple strength off-map artillery batteries pummeled the exposed infantry units on the hill, with little regard to the fate of their encircled platoons. However, the Soviets had a strategy (that worked) to delay the German advance on the town. Though there were not many German fatalities as they demoralized the Soviet teams, Germans underwent many failed morale checks, preventing a cohesive infantry advance.

The German off-map batteries took to softening the western-facing HMG positions, assuming the lackluster 45mm AT guns would only be lethal against the trucks. I held the trucks back to avoid being soft targets for the Soviet AT's and HMG platoons. This was a fatal error as I were to learn how poorly the rapid advance of the German StuG IIIh's, PzIVe's, and PzIIIb's would fare against the garrisoned infantry units as they advanced separately from their supporting infantry. Initially around 0845, the German armor approached from the southern side of the town entering the hexes just east of the north-south road and sopping up Victory Points as the town was largely undefended at that side, then circling northwards to eliminate the 82mm teams from inside the town.

Clearly, the Soviets SMG teams along with Captain and Lt leaders had other plans as they pinned the armor units along the northeast hexes of the town at 0915, with a pair of particularly bloody assaults at 0407 and 0507, causing two armor units to wreck in the former and one armor unit to demoralize in the latter. This drove the German casualties to 13 step losses and versus 8 steps for the Soviets, proving too expensive for the Germans to continue the assault. This successful Soviet counterassault ended the game for the Germans at 0915 with a strategic victory for the Soviets.

1 Comment
2025-02-26 15:55

Concur with my clever & esteemed opponent, but would like to add that this PG scenario is one of the many cursed with "all or nothing" victory conditions that do not allow for the possibility of a draw.

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Toenails and Town fight.
Author Grognard Gunny (Soviet Union)
Method VASSAL
Victor Soviet Union
Participants treadasaurusrex
Play Date 2024-04-15
Language English
Scenario PGdm001

It was reduced to a town fight, which the Russians deliberately forced upon the Germans from the git go. The whole thing was predicated upon the last two or three turns... it COULD have gone the other way given a slightly longer game. Note; There seem to be a LOT of these games that come up a turn or two short or going the other way! Is this part of the balance bit?

1 Comment
2024-04-16 16:06

And a truly brutal, close-range fight it was!

The Soviets displayed admirable fire discipline and a very stubborn defense throughout this ferocious play-through. A combined TWELVE combat 7-die rolls were thrown in our last session! This play-though also featured 6 FOW-shortened game turns in this "all or nothing" introductory/demonstration scenario.

There was no possibility of a draw in this fun-to-play encounter - especially against a wily & rapidly improving opponent.

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