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



Overall balance chart for PaGr002
Total
Side 1 8
Draw 0
Side 2 0
Overall Rating, 10 votes
5
4
3
2
1
2.6
Scenario Rank: 887 of 940
Parent Game Panzer Grenadier
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 123
AAR Bounty 147
Total Plays 8
Total AARs 5
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Reinforcements
Scenario Requirements & Playability
Panzer Grenadier Base Game
Introduction

TRANSCAUCASUS FRONT: 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 hopes 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 than a week later 13th Panzer Division rolled over them.


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 (5)

the Lucky 13th Panzer!
Author treadasaurusrex (Soviet Union)
Method Face to Face
Victor Germany
Participants Cochise75
Play Date 2022-03-06
Language English
Scenario PaGr002

This was a 3-session play-through with my favorite former-combat infantryman leading the Germans to a well-deserved victory in this relatively short & unbalanced scenario. I played the hapless Soviets tasked with attacking a well-positioned and resolutely-held Russian defense in the village of Nizhny Kurp on Map 2 -- with no support artillery, or Luftwaffe support.

The Russian OPLAN called for an aggressive series of urban attacks that mostly were bloodily-repulsed due to the combination of the low morale of the Russian troops; frequently disrupted attack sequencing; and the very accurate German artillery & direct fire. As a "spoiling attack" this Soviet effort was a complete, very costly failure.

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Slaughter
Author mikejames38
Method Solo
Victor Germany
Play Date 2022-11-12
Language English
Scenario PaGr002

The Russians began to assemble on and behind a hill that stood between them and the town, with critical support weapons being brought up to assist in their attack. Suddenly, from their left appeared a couple of Panzer III platoons who caught the weapons still limbered to their wagons and knocked out a couple of the guns. The other two guns were dragged up to the top of the hill, but when the German off-board artillery became available in turn two they were also destroyed/abandoned leaving nothing but infantry and cavalry to try to assault the town. The initial Russian advance was broken up by the German 105mm guns stationed at each end of the town, with units eventually advancing to within one hex from the town before they became disrupted, demoralized and then fled. The cavalry was slaughtered by the Panzers, and the rout was on. At the end of the game the Russians had lost 17 steps and most units remaining had morale problems that made them useless. Colonel Ivanov, who led the attack, was taken away in shackles with a single gunshot heard moments later. The Germans did not lose a single step. This was a slaughter.

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La infantería ataca
Author enrique
Method Solo
Victor Germany
Play Date 2009-04-18
Language Español
Scenario PaGr002

Muy desnivelado en favor de los alemanes. Los soviéticos no tiene casi opciones de victoria. Es enormemente costoso para los soviéticos dañar a los alemanes situados en la ciudad. Por contra, la artillería alemana desorganiza y desmoraliza con facilidad a los soviéticos (moral 7/5). Victoria alemana. Flojo.

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25 Years Later but Nothing Learned
Author Matt W
Method Solo
Victor Germany
Play Date 2012-07-07
Language English
Scenario PaGr002

The name of this scenario has an echo in the WW I tactical series by Avalanche for a reason. The Soviets have a reinforced battalion attacking two companies of infantry and a company of tanks supported by a huge amount of artillery which hold a town. The Germans will be reinforced during the Soviet attack. Inexplicably the Soviet command thinks that it is possible for their troops to either take the entire town, or destroy the German tanks.

The Soviets really have no chance to get into the town and the German artillery makes it very tough to get their strong AT guns into play against the German armor. But they pays us to play these things, not assume that they can't be played.

My Soviets were aggressive, they were able to wipe out a platoon that had set up in the hills to spot for the artillery, I was able to get two AT guns into position on the right flank, heck I was even able to get a flank column into the town on the east side but when it was over the southern edge of town was carpeted in Soviet bodies and by turn 12 there wasn't a single step of Soviet troops in the town and most of the Soviet guns had been silenced.

Despite the fact that the action happened in 1942, it felt like 1917. The Soviets had to advance across a relatively featureless front against strong machine gun fire (one HMG and the two tanks). The lack of OBA for the Soviets means that they have to arrange their own artillery fire and it was subject to being hammered by the German OBA and on board artillery hidden deep in the town.

It was surprising that even this late in the war the Soviets were incapable of consistently having a clue as to how to attack. While this was more of a spoiling attack it is hard to see what they accomplished other than causing 50 casualties and making the Germans shoot off a lot of ammunition.

This one was a bit too much of a foregone conclusion. I give it a "2".

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PG Scenario 2
Author triangular_cube
Method Solo
Victor Germany
Play Date 2016-12-17
Language English
Scenario PaGr002

This scenario is well known for being stacked against the Russians. The only real advantage they have is numbers, which doesn't account for much when going against combined arms in a city. However, it does let the Russians spread out along the entire map to allow flanking infiltrations of the town, no matter how the Germans set up. They can pin key German units in assaults while taking the rest of the city, and then hope for some lucky die rolls to take the whole thing, right?

At set up, the Germans declined to contest the hill, and thus the Russian board entry; instead focusing on tightly defending the frontage of the town. Their tanks were set up guarding the approach on the north/south road, machine guns guarded the south eastern corner, and the artillery took a central position behind the front line. The infantry units concentrated on the south west and south east corners leaving a gap in the center. If the Russians wanted to drive into this gap, they would have to get through the cross fire of the machine guns and tanks, so exploitation seemed unlikely.

The Russians entered the board overloading their infantry on the right in an attempt to overwhelm the German defenses. A small force of infantry also moved up the center to divert fire away from the main column and heavy weapons, or take advantage of the center if the Germans allowed. The AT guns and artillery attempted to set up on the hill to provide fire into the towns, and compel the Germans to withdraw their tanks from the front. They also left their mortars behind the hill so as to protect them from enemy spotting and begin firing earlier. Their cavalry entered on the far left in an attempt to flank on the left and probe for weakness and targets of opportunity if they presented themselves.

Early action in this scenario was fairly onesided. The lone brightspot for the Russians was that a German LT was sent running forward to attempt to spot for artillery behind the hill. He was quickly captured by the advancing cavalry before any bombardment could be called in. On and off board artillery fire destroyed all the Russian 76s and one of the 45s before they could get in position on the hill, but this did allow the infantry to advance on the right relatively unmolested. The Germans repositioned their infantry to guard against the main Russian body, leaving the left protected only by their tanks which were pushing back the minor Russian infantry force in the center.

As the game developed, the Russian Cavalry was able to flank around the tanks on the left and ended up tying down the German 105s an one INF unit in a perpetual assault. The remaining 45 battery popped one step off of the tanks, which withdrew towards the right after the Russian center dissolved. The Russians were able to advance their main infantry column up the right side and behind the town, gaining a foothold on the northeast corner. By this time, they were getting torn up by German off board artillery strikes.

Late game ended up devolving into 3 main assaults, which the Russians could not resolve. Throwing more and more men into it would never come out ahead without some more punch (the lack of HMG units was very noticeable). The Germans had no reason to counterattack, so they didnt and remained on the defensive. Ultimately the German reinforcements came and reclaimed the town from the Russians sans the 3 assault hexes and time expired.

Despite losing per the scenario VCs, this was the strongest showing I have ever seen from the Russians on this scenario. The defacto stalemate they caused before the German reinforcements arrive really tempted me to call this one a draw, but those arent the VCs and thems the breaks : /

As a minor note, I was not allowing AT fire against wagon units this game, as I usually play with a strict interpretation of the Truck exception to the no armor value/AT rule. Im not really sure if this played much of a role in this game, but it could have been played differently if it were allowed.

I also allowed for the random event rule for nostalgia purposes while i continue my replay of original PG. It triggered once in this game, giving the Germans air cover for a turn which disrupted the Russian mortars for a turn, but the game was already a stale mate at this point so it really didnt change anything.

If i played this again, I might mix things up, and have the Russians go all out for tank hunting to see if they could trigger the alternate VC. It could make it a bit more interesting.

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