Bogdanovo PG Demo Games #1 |
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(Attacker) Germany | vs | Soviet Union (Defender) |
Formations Involved | ||
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Germany | 6th Panzer Division | |
Soviet Union | 355th Rifle Division |
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Overall Rating, 9 votes |
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2.89
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Scenario Rank: 798 of 940 |
Parent Game | PG Demo Games |
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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 | 159 |
AAR Bounty | 165 |
Total Plays | 7 |
Total AARs | 2 |
Battle Types |
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Urban Assault |
Conditions |
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Off-board Artillery |
Scenario Requirements & Playability | |
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PG Demo Games | Base Game |
Introduction |
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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 |
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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 |
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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. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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4 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 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)
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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)
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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 Russians Hold! | ||||||||||||||
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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. |
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0 Comments |
Toenails and Town fight. | ||||||||||||||
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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? |
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1 Comment |
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.