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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Panzer Grenadier: The East Front

Panzer Grenadier boxcover
AP Series Panzer Grenadier
Designer Bennighof
Game Type Standalone
Format Boxed
Release Date 2000-03
Availability Out of Print
Scenarios 51
Counters 495
Counter Type Die-cut
Maps 4
Tour Veterans
Panzer Grenadier: The East Front Tour of Duty Ribbon
Overall Rating, 259 votes
5
4
3
2
1
2.79
Standalone Rank: 37 of 39
Popularity: Ownership & Activity
Status Owned by 25% Played by 10% AAR'd by 10% Medaled by 1%
Rank 18th of 168 28th of 156 21st of 153 55th of 94
Display
Balance:



Overall balance chart for Panzer Grenadier
Total
Side 1 100
Draw 33
Side 2 58
box back

"Russia is huge, but there is nowhere to retreat. Moscow is behind us." V.K. Klochkov, commissar, 316th Rifle Division. Volokolamsk, 1941

-- June 22,1941. Hordes of German and other Axis troops poured into the Soviet Union. The Red Army of Workers and Peasants suffered over 10 million killed in action before finally driving the Nazi invaders from their country. Intense battles raged for almost four years, as each side threw millions of soldiers and thousands of tanks, aircraft and cannon into the fray.

Panzer Grenadier is an exciting board game based on these battles. In each scenario, or game situation, each player commands a regimental-sized unit of Soviet or German troops and tanks. Action is fast and furious, with an easy-to-learn interactive game system that effectively re-creates the tension of tactical combat command.

box back map map map map

Display Scenario List (51)

Scenario Plays AARs Rating
01. Bogdanovo 11 3 2.6
02. Infantry Attacks 8 5 2.6
03. Okhvat Station 5 3 2.9
04. Tank Attack at Okhvat 5 3 2.9
05. They Shoot Horsemen, Don't They? 7 4 2.4
06. First Blood: IR Gross Deutschland on the Eastern Front 7 4 2.3
07. Kruglowka 4 2 3
08. Stand at Smolensk 6 2 3.1
09. Khristishche 6 2 2.6
10. A Rotten Morning 4 2 2.5
11. Katukov Rides Again 6 2 2.6
12. Black Sea Riviera 3 3 3
13. Marching to Georgia 2 1 3
14. Night Ride through the Caucasus 3 2 3.3
15. Siberian Night Attack 3 2 3.5
16. Gorodischtsche 4 3 2.6
17. Bobruisk Bridgehead 2 1 4
18. Katukov's Brigade 3 2 3
19. Gaytolovo 3 1 2.8
20. Debut 3 2 2.8
21. The Yelnia Salient 2 1 3
22. State Farm 861 3 1 2.3
23. Teploye 3 1 3.3
24. High Water Mark 3 1 3.4
25. Spruce Grove 3 1 3.3
26. The Bridge 3 2 2.8
27. Hammer of the Proletariat 2 1 3
28. Defense of the Motherland 3 1 3
29. Attack on Stalingrad 2 1 3.3
30. Malaya Kabosi 5 2 3
31. The Brandenburgers 4 2 3.2
32. 28th Tank Attack 7 2 2.6
33. 28th Tank Division Attack 2 2 0 3.5
34. Bridge Across the Dniepr 2 0 2
35. A Dangerous Situation 2 1 3.3
36. Dog Day Afternoon 3 1 2.5
37. Vorontsovo I 2 1 2
38. Vorontsovo II 3 1 3.5
39. Vorontsovo III 2 1 2.7
40. Sneak Attack 8 4 2.2
41. Zelva 4 1 3
42. Bodyguard of the Estonian People 4 0 2
43. The Duel 4 3 3.5
44. Excuses, Excuses 3 2 1.5
45. Senno 2 1 3.3
46. South of Kharkiv 3 1 3.3
47. The Snail Offensive 2 1 1.3
48. Border Battle #6 2 1 1.7
49. Kamienka 4 1 3
50. Red Vengeance 2 1 3.3
51. The Bridge at Borisov 2 1 3.3

Display Order of Battle

Germany Order of Battle
Soviet Union Order of Battle
Army (RKKA)
  • Motorized
Navy
  • Misc

Display Relevant AFV Rules

AFV Rules Pertaining to this Game'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.
  • 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
  • Self-Propelled Artillery: do not provide the +1 Assault bonus, even if closed-top (SB)
  • Anti-Aircraft Weapon Carrier: apply a -1 modifier to an air attack if within three hexes of the targeted hex (15.14).
  • APC – Armored Personnel Carrier: These are Combat Units, but stack like Transports. They can transport personnel units or towed units. They are not counted as combat units for the +1 stacking modifier on the Direct Fire and Bombardment Tables (4.4). They may be activated by regular leaders and tank leaders (1.2, 3.34, 4.3, 5.43). They do not provide the +1 Assault bonus (ACC).
  • 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.
  • Armored Trains: see Rule 15.2 ~ 15.22
  • River Vessels: see Rule 15.2 ~ 15.22

Display Errata (25)

25 Errata Items
Errata item for rerathbun

In the scenario book, all references to a German 82mm should read 81mm.

(rerathbun on 2012 Feb 17)
Errata item for rerathbun

In the scenario book, all references to a German 75mm are to the 75mm IG.

(rerathbun on 2012 Feb 24)
Errata item for xanderf

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

(xanderf on 2022 Jul 21)
Scen 1

Delete "1xHMG" under the Soviet set-up.

(rerathbun on 2012 Feb 17)
Scen 16

Add "2 x tank leaders" for the Soviets.

(rerathbun on 2012 Feb 18)
Scen 22

SSR and VCs conflict over the existence of the town on board 2. I played with the town not existing, and errated the VC to refer to the town on board 3. I dont know if that was right but it made the most sense to me based on the scenario intro and conclusion : /

(triangular_cube on 2017 Jun 03)
Scen 24

There is a problem in the Soviet setup as published, which calls for the placement of a: 1xHQ 7/5. Not knowing what in the world that is, we substituted an additional Soviet HMG platoon, bringing their total for that units to 7.

(treadasaurusrex on 2023 Nov 14)
Scen 27

Soviet "4xSGT" should read "1xSGT"

(rerathbun on 2012 Feb 20)
Scen 28

German "3xSdKfz" should read "3xSdKfz 222"

(rerathbun on 2012 Feb 20)
Scen 29

The scenario is only 24 turns long.

(rerathbun on 2012 Feb 20)
Scen 29

German "xCAPT" should read "1xCAPT"

(rerathbun on 2012 Feb 20)
Scen 35

Delete "2x82mm" from the German OOB.

(rerathbun on 2012 Feb 21)
Scen 35

SSR indicates that an entry roll should take place but does not define what it is or how it should be conducted. I played this as 2d6 units could enter per turn based on similar rules for other scenarios, unit count, and turn count, but your guess is as good as mine.

(triangular_cube on 2017 Aug 06)
Scen 41

In the board layout, the map on the left should be Map 1. The "1" should be in the bottom right corner of the board. On the right-hand map, the "8" should be in the top left corner of the board.

(rerathbun on 2012 Feb 21)
Scen 51

Add to Soviet 50th Rifle Division initial set up: 12 x INF, 6 x INF reduced, 4 x HMG, 2 x HMG reduced, 3 x 82mm, 1 x 120mm, 1 x 37mm, 4 x 45mm, 3 x 76.2mm, 9 x wagon.

(rerathbun on 2012 Feb 22)
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 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 63

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

(Shad on 2010 Dec 15)
Overall balance chart for 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)
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 484

Liberation 1944's Tiger movement and armor ratings are backwards. They should be Armor 7 and Movement 5.

(petermc on 2014 Feb 14)
Overall balance chart for 54

The movement allowance on the counters in Airborne is misprinted. It should be "3."

(rerathbun on 2012 Jan 30)
Overall balance chart for 951

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

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 993

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display Nations (2)

Nations at War - Scenario Appearance Percentages
Germany
100%
Germany
Soviet Union
100%
Soviet Union

Display Battle Types (13)


Display Conditions (9)

Errors? Omissions? Report them!
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