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
Errors? Omissions? Report them!
Drive on Ponyri VI: 1st of May State Farm
PG Demo Games #3
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 292nd Infantry Division
Soviet Union 307th Rifle Division
Display
Balance:



Overall balance chart for PGdm003
Total
Side 1 10
Draw 2
Side 2 3
Overall Rating, 9 votes
5
4
3
2
1
2.89
Scenario Rank: 797 of 940
Parent Game PG Demo Games
Historicity Historical
Date 1943-07-07
Start Time 10:00
Turn Count 10
Visibility Day
Counters 25
Net Morale 1
Net Initiative 1
Maps 1: 43
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 143
AAR Bounty 135
Total Plays 15
Total AARs 7
Battle Types
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Smoke
Terrain Mods
Scenario Requirements & Playability
PG Demo Games Base Game
Introduction

Yesterday the 292nd Infantry Division failed to push on through Ponyri to achieve the desperately needed operational maneuver room for the follow-on panzers. So, today orders sent them back again to clear the stubborn defenders from the village. They also received the secondary task of securing a small hamlet called the 1st of May State Farm located just east of Ponyri.

Conclusion

Slowly the Germans pried the Russians from their sanctuary and the claimed their consolation prize. Unable to stop to enjoy their triumph the victors pushed on, becoming embroiled in the deadly fighting for the rubble of Ponyri.

Additional Notes

This scenario is a copy of Kursk: Burning Tigers, scenario 25. The The demo is still available from Avalanche Press.


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

Display Order of Battle

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

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 (7)

commrades hold off nazi advance
Author elfram2
Method Solo
Victor Soviet Union
Play Date 2020-09-07
Language English
Scenario PGdm003

Russia managed to win all but one initiative. germans were very slow at reaching town to repel the red army.

0 Comments
You must be a registered member and logged-in to post a comment.
4th ed rules
Author elfram2
Method Solo
Victor Soviet Union
Play Date 2020-09-08
Language English
Scenario PGdm003

used 4th ed rules and pc demo 4th ( no special rule 4) rules

0 Comments
You must be a registered member and logged-in to post a comment.
A Quick, Clean Fight Near Kursk!
Author treadasaurusrex (Germany)
Method VASSAL
Victor Germany
Participants Tankodactyl
Play Date 2024-01-09
Language English
Scenario PGdm003

This was a fun to play, quick & relatively balanced, introductory scenario that we were able to complete in one, longish session online. The doughty & determined Tankodactyl led the defending Russians and I played the German side in this "near run' thing that ended in a close German victory.

Both sides drew middling leaders. We ignored the fog of war, but used the excess initiative, extended assault and smoke/illum optional rules. We also experimented with these 3 house rules: 1) Road Movement for Mechanized & Foot Units All FOOT & MECHANIZED units may move on roads at the rate of 1/2 a Movement Point (MP) 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 (MP) per hex, instead of 1 1/2. Add one to this cost if moving up, across, or down slopes hexes., and 3) Firing Through or Over Friendly Personnel Units All AT guns, AFVs, Infantry guns (direct fire), Anti-Aircraft (AA) guns and HMGs may fire over or through friendly personnel units. In the case of HMGs, AA guns & Infantry Guns, there must be one unoccupied hex between any friendly unit that is being fired over and the targeted hex as in the current rule (10.1, page 24).

Many others have filed AARs on this one, so I will only outline the battle. The German side bypassed the bulk of the initial Soviet defense and advanced directly on the farm, which required a costly close assault to push the Soviets out. As always, I enjoyed dropping artillery concentrations on the emplaced AT guns. The Axis force attacked in 2 waves, and were able to hold off the inevitable Soviet counter attacks, helped by a decapitation of the senior Soviet leader in game turn 7. It was almost all downhill for the Bolsheviks from there as their low morale crippled attampts to refrain the farm. I give this one, a generous 3 and recommend it for both SOLO and SHARED play.

0 Comments
You must be a registered member and logged-in to post a comment.
Hold out to the last.
Author Grognard Gunny (Soviet Union)
Method VASSAL
Victor Draw
Participants treadasaurusrex
Play Date 2024-05-31
Language English
Scenario PGdm003

Russian determination and steadfastness held out to the last for a draw.

0 Comments
You must be a registered member and logged-in to post a comment.
PG 3rd edition Demo Games #3?
Author triangular_cube
Method Solo
Victor Germany
Play Date 2022-09-06
Language English
Scenario PGdm003

As the 4th edition demo game has a duplicate entry in the 3rd edition demo game "game" I decided to give it a go with the 3rd edition rules for fun. It actually makes a significant difference with fields being blocking terrain, so the Soviet artillery, if being held safely in the town, cannot see past the fields in front of them to fire. Scenario/module rules dictating that the 76mm can only fire over open sights.

Without as much artillery interference, the Germans have an easier time more or less walking up to the Soviet defensive line; dug into the fields in order to try and get some decent opportunity fire shots. The low counter density allows the Germans to spread wide and avoid Soviet OBA almost entirely, suffering only 1 distruption on the approach.

Arriving in tact, with combined arms, and better morale, the Soviets are pushed aside without much difficulty, and with a comfortable 3 turn window are removed from the town as well resulting in a pretty quick and painless German victory. If played as intended with 4th edition rules this would give the Soviets a bit more punch, and make the Germans a bit more caution with their Stugs, but I'm going to be playing this one twice more with 4th edition rules in the demo game and the KBT module so I had some quick fun here.

As far as an actual demo goes, this scenario works fairly well as a single player experience. Germans get combined arms and Soviets have a few defensive options to try out. German strength is strong enough to prevent the game from bogging down as well. I feel this was quite similar to 3rd demo scenario #1 in that respect but the Germans have a more completeable task. The old take control of town #2 scenarios were always a pain. The scenario does lack in Soviet Armor though, which probably should be included in a demo scenario, as all 3 scenarios lack such and thus have no tank vs tank action.

2 Comments
2022-09-07 08:06

Quick correction on the games. There is no 3rd Ed demo game anymore, so far as the library is concerned. We combined the 3rd & 4th Ed scenarios in one "PG Demo Games" game. The confusing part is that the 4th Ed demo game is still in the library. (It should be gone soon.)

2022-09-07 10:23

If the plan is to officially consolidate them "here" we hopefully arent going to lose all the plays logged on the 4th edition demo "game" as that is where most of them are. The denominator for scenario count, wherever that is stored, also only lists 2 scenarios. If you look at my profile I have currently played 150% of this module.

You must be a registered member and logged-in to post a comment.
Works great as an intro scenario
Author J6A
Method Solo
Victor Germany
Play Date 2020-02-18
Language English
Scenario PGdm003

Played on VASSAL, as part of my Academy process.

The Soviets set up with their HMG and a bunch of supporting INF in the fields awaiting the Germans. The 76.2mm was towards the back of the board, where it had a good view of most of the battlefield, with the mortars in the orchards south east of the State Farm. The Germans approached with an infantry force heading up the center, a little more infantry and the StuG coming over the hill, and the mortars heading for the the hills to set up.

This game was mostly casualty free for the 1st half, with the Soviets getting unlucky on an initiative flip and losing a step with the troops in the eastern field. The Germans could not seem to get the Soviets in the central fields to break, and with only 10 turns didn't have time to lose, so eventually moved in for the assault. The StuGs and their accompanying infantry were harassed by Soviet artillery, and the StuG was afraid to even come in extended range of the AT guns. With the clock ticking down, the Germans called in their airstrike, and the HS129 demoralized the 76.2mm, which fled when it failed its rally roll.

Assaults finally cleared the center fields and the Germans headed for the town en masse, having only a couple of turns to try to take it. Point blank shots disrupted and demoralized the Soviet troops in town, and an assault finally got them to flee on the last turn and the Germans claimed victory.

A very simple, fast playing scenario that did a good job at showing off the system.

0 Comments
You must be a registered member and logged-in to post a comment.
Small Fun Scenario that Highlights a Lot of Different Aspects of the Game
Author Fanghawk
Method Solo
Victor Germany
Play Date 2020-04-11
Language English
Scenario PGdm003

The Russians dug in in the fields in front of the town with the artillery southeast of town in the orchards. The plan was to harass the approach, tie up as many units as possible and keep feeding bodies into town if necessary to keep the Germans from getting a toe-hold. The Germans came straight at the dug in infantry at first but then skirted the dug in position with the StuG and a stack of infantry.

I made a lot of mistakes in this one, both in terms of tactics and the scenario rules. I misread the rules and thought the Germans got one aircraft per turn instead of on any one turn. It didn't make too big a difference as I kept rolling 1s and 2s on the accuracy rolls. I played this over several days and halfway through forgot that the woods in the southeast were orchards and wondered why I'd dug in with the units there. I randomly missed giving the Dug In units First Fire which may have turned the tide. Finally, I missed dropping the German initiative after their second step loss.

Tactically...as the Russians I exposed the 76.2mm too early which allowed the Germans to drop artillery on them. The wagon was demoralized or disrupted the entire game so the gun was never able to re-position. The positioning in the orchards meant the StuG could use the town as a shield to approach from the northwest with no real threat. With the Germans I got overconfident and tried to drop artillery on the town the turn before the assault to soften up the defenders...it worked but I also landed friendly fire on the assault force. I also spread the assault force out too much (in large part because the Russian artillery was harassing the approach) and ended up with the Engineer out of position, the HMG out of position until the last turn, and the two 81mm mortars out of position.

Despite that, the scenario was a really fun play with momentum swinging back and forth. The German's goal was to pin the screening force in the fields, cut off the retreat/reinforcement to the town, and then flank the screening force and town having a couple turns for the assault with at least one turn for extra troops to jump into the assault hex if needed. Things more or less went according to plan, aided largely by the AT gun being out of position, but the defenders were tough, often giving better than they got and were assisted by OBA raining down on the attackers. The Russians kicked butt in Assault. Turn 9 the Russians lost a couple steps in the Assault and the subsequent leader casualty check fatally wounded the 10 Morale Lieutenant who up until that time had shrugged everything off. It looked like the Russians might be able to hold on for the Draw when the Demoralized SMG was able to recover but the Germans were able to get a 2-step result on their last assault roll in the town to clear it. All the remaining Russians were either locked in close combat in the fields or had fled to the orchards.

It was a fun scenario that showcased a little bit of everything. It was a great way to get my feet wet again after a long layoff from PG and explore a couple of the nuances of the 4th ed. rules.

0 Comments
You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!
Page generated in 0.624 seconds.