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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Infantry Attacks
PG Demo Games #2
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 13th Panzer Division
Soviet Union 275th Rifle Division
Display
Balance:



Overall balance chart for PGdm002
Total
Side 1 4
Draw 0
Side 2 1
Overall Rating, 8 votes
5
4
3
2
1
2.75
Scenario Rank: 859 of 940
Parent Game PG Demo Games
Historicity Historical
Date 1942-09-14
Start Time 06:00
Turn Count 13
Visibility Day
Counters 63
Net Morale 1
Net Initiative 0
Maps 1: 2
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 161
AAR Bounty 159
Total Plays 5
Total AARs 3
Battle Types
Delaying Action
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Reinforcements
Scenario Requirements & Playability
PG Demo Games Base Game
Introduction

At the height of the Axis invasion of the Caucasus, German panzer troops gathered for a renewed effort to seize the important oil-producing centers of the region before winter arrived. At the village of Nizhny Kurp, the Soviets launched a spoiling attack against one of these concentrations in hope of disrupting the coming attack.

Conclusion

The Germans threw back the Soviet attack, wrecking the 275th Rifle Division. The division could no longer hold its place in the line and two weak rifle brigades took over its positions. Less then a week later 13th Panzer Division rolled over them.

Additional Notes

This scenario is a copy of Eastern Front Deluxe, scenario 109. 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

Display Order of Battle

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

Display Errata (3)

3 Errata Items
Overall balance chart for 2

Two 105mms (ID#s 1204, 1205) have "16-31" fire values in black (direct fire), when they should be in white (indirect fire).

(Shad on 2010 Dec 15)
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)

Display AARs (3)

Mauled by the Huns
Author OldPueblo (Soviet Union)
Method VASSAL
Victor Germany
Participants Sonora
Play Date 2024-01-19
Language English
Scenario PGdm002

Others have reported on this one, and my report is about the same as the tale filed by PANISTA, except that my weaker, but attacking, Russian horde lost in only 3 sessions against Sonora, playing the Third Reich's Finest.

This one is indeed, probably best played as a solitaire play. I give this unbalanced scenario a 2. Only the Soviets drew poor leaders. We used the excess initiaitive, FOW, extended assault and consolidation rules. No house rules were used, which was probably a mistake. The FOW optional rule was also a bad idea, as it basically handed the game to the Axis, by making it very hard to sequence attacking assault stacks with the low morale Soviet infantry, by ending 7 turns too early.

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Many mistakes, before the game even began.
Author Grognard Gunny (Soviet Union)
Method VASSAL
Victor Germany
Participants treadasaurusrex
Play Date 2024-04-26
Language English
Scenario PGdm002

By the time I figured out what I was SUPPOSED to do.... I had already lost the scenario. Now THAT will learn me! I threw in the towel on game turn 10.

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Can't Blame it All on Bad Die Rolling
Author PANISTA (Germany)
Method VASSAL
Victor Soviet Union
Participants treadasaurusrex
Play Date 2024-01-07
Language English
Scenario PGdm002

This was a 4-session play-through with my deadliest opponent -- the Treadasuarus himself -- leading what looked to be an easy to overwhelm Russian scratch force advancing against my defending Germans. It ended up in a well-deserved victory for the Soviets in this unbalanced, shorter scenario. The Germans looked helpless and their leader draw and die rolling in both attacks and morale recoveries was awful throughout this 13-turn disaster. Both Axis tanks platoons were eliminated by close assaults and some amazingly accurate Bolshevik AT fire.

The Russians managed a series of aggressive urban attacks with low morale troops over and over again. I was not able to disrupted their attack sequencing and my initial setup proved very faulty. I did get the reinforcements on time, onely to have then shot to pieces in the next 3 turns. I give this one a rating of 2, and suggest that it is best played as a solitaire effort, rather than as a shared play-through.

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