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 |
|
Overall Rating, 7 votes |
---|
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. |
AFV Rules Pertaining to this Scenario's Order of Battle |
---|
|
5 Errata Items | |
---|---|
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)
|
|
The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France. (plloyd1010
on 2015 Jul 31)
|
|
The morale and combat modifiers of German Sergeant #1614 should be "0", not "8". (Shad
on 2010 Dec 15)
|
|
The movement allowance on the counters in Airborne is misprinted. It should be "3." (rerathbun
on 2012 Jan 30)
|
|
The reduced direct fire value in Kursk: Burning Tigers is 4-4. (plloyd1010
on 2015 Jul 31)
|
Los tanques atacan Okhvat |
---|
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. |
0 Comments |
Panzer Grenadier Scenario 4 | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
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. |
||||||||||||
0 Comments |
More Units, Slower Play | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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. |
||||||||||||||
0 Comments |