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!
Tank Attack at Okhvat
Panzer Grenadier #4
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 181st Artillery Regiment
Germany 189th Infantry Regiment
Germany Heer
Soviet Union 141st Tank Regiment
Soviet Union 925th Rifle Regiment
Display
Balance:



Overall balance chart for PaGr004
Total
Side 1 2
Draw 0
Side 2 3
Overall Rating, 7 votes
5
4
3
2
1
2.86
Scenario Rank: 816 of 940
Parent Game Panzer Grenadier
Historicity Historical
Date 1942-01-10
Start Time 13:00
Turn Count 20
Visibility Day
Counters 59
Net Morale 0
Net Initiative 1
Maps 2: 1, 3
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 132
AAR Bounty 159
Total Plays 5
Total AARs 3
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Severe Weather
Terrain Mods
Scenario Requirements & Playability
Panzer Grenadier Base Game
Introduction

KALININ FRONT: After the 189th Infantry Regiment won the close race for Okhvat Station, the 249th Rifle Division made a second attempt to take the village. This time they brought tanks.

Conclusion

The Soviets ejected the Germans from the town, shattering the 189th Regiment and continuing 4th Shock Army's successful offensive. In recognition of this and other victories the 249th was re-designated the 16th Guards Rifle Division in February.


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
Soviet Union Order of Battle
Army (RKKA)
  • Mechanized

Display Errata (5)

5 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)
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)

Display AARs (3)

Los tanques atacan Okhvat
Author enrique
Method Solo
Victor Germany
Play Date 2009-04-21
Language Español
Scenario PaGr004

Los soviéticos deben ocupar cuantos más hexes de ciudad mejor. Disponen de cuatro pl. de tanques. Su táctica es clara, intentar destruir con fuego directo, artillería y morteros las baterías AT alemanas. Una vez hecho esto, deben entrar en juego los tanques y disparar a quemarropa sobre la infantería alemana en la ciudad. Debilitada ésta debe asaltar la infantería soviética. Esto es lo que intentó hacer el jugador soviético, pero precipitó el ataque y sufrió enormes bajas (20 steps). Los alemanes sólo 3. Los alemanes controlaron todos los hexes de ciudad del mapa 3 y los soviéticos sólo 2 hexes de la ciudad del mapa 1 (con tanques). Victoria alemana. Escenario interesante.

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Panzer Grenadier Scenario 4
Author triangular_cube
Method Solo
Victor Soviet Union
Play Date 2016-12-18
Language English
Scenario PaGr004

This scenario plays out much like the previous one, except both armies have taken casualties to their infantry units, but have increased their heavy weapons allotments. The Germans also get to set up in the town itself this time, rather than walking into it. This has no major affect on the game whatsoever.

The Germans set up prepared to take a similar mass of infantry attack as the last game. They filled out their primary defense in the town, using up all of their full step infantry units and HMG for this regard. The town is really all that matters for the objectives. They set up their mortar and 75 in the woods to the west of town, setting them up in a firing position on the road or the lines of advance east of the town, where the Russians had attacked last time. The 50mm AT gun was placed in the middle, for a straight shot down the north south road, denying the Russian tanks the use of it. The 105s sat in the back, protecting themselves and denying the Russian tanks the eastern half of map 3. The 37mm and the remaining half strength infantry/mg units were placed in the western woods as a reserve force.

The Russians used the same basic plan as last time, which was effective as they had only lost out due to the timer. The mass of infantry was to advance down the eastern half of the map, using the large wood patch to block LOS, gather in said woods, and then swarm down into the eastern half of the town. A secondary force was deployed down the western half of the map that included all 4 tank units and a supporting company of infantry. This was the only place the tanks had a chance of surviving the approach to the town.

The Germans sent out a runner past the woodlines, up the north/south road to spot for their 105s who managed to remove a mortar and hmg unit during the advance, while slowing up the body in general. They also pushed their reserve force to the western edge of the western woods to receive the advancing secondary force.

The Russians made it to the woodline on the east, gathered, and recovered moral while the tanks slipped around to the west. The Germans pulled their 50mm back from the north of town to the Southwest of town to counter the tank movement if they managed to break through the western woods, which they did. The tanks and supporting infantry rolled through the reserved without much difficulty due to their moral penalty for the game.

The Russians advanced from the eastern woods and simply overwhelmed the German defenses after a couple of weak 105 rolls.

Not much else to say, the Russians hit the town and tore apart the Germans.

Russian minor victory due to turn limit, a couple more turns and it would have been an easy Major victory.

As a final note, the maps are presented backwards on this scenario (2000 printing at least). North should be south, ie the same map setup as the previous scenario.

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More Units, Slower Play
Author RaffertyA (Germany)
Method Face to Face
Victor Germany
Participants unknown
Play Date 2016-03-13
Language English
Scenario PaGr004

2-player of scenario 4 with 3rd edition rules. Like the ATS system, the unit-by-unit activation to gain 'tempos' slow play so much it was glacial. Adding to this is the fact that in every instance, if the goal is to get at least a 'M' result, it is frequently better to make many low-strength Direct Fire attacks than combined larger attacks.

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