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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They Shoot Horsemen, Don't They?
Panzer Grenadier #5
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 106th Infantry Division
Soviet Union 44th Cavalry Division
Display
Balance:



Overall balance chart for PaGr005
Total
Side 1 4
Draw 1
Side 2 2
Overall Rating, 9 votes
5
4
3
2
1
2.44
Scenario Rank: 905 of 940
Parent Game Panzer Grenadier
Historicity Historical
Date 1941-11-17
Start Time 12:00
Turn Count 12
Visibility Day
Counters 42
Net Morale 0
Net Initiative 1
Maps 1: 8
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 117
AAR Bounty 153
Total Plays 7
Total AARs 4
Battle Types
Exit the Battle Area
Inflict Enemy Casualties
Conditions
Off-board Artillery
Scenario Requirements & Playability
Panzer Grenadier Base Game
Introduction

WEST FRONT: On 16 November the infantry divisions of the German V Corps advanced against slight opposition toward the town of Klin north of Moscow. The following morning the soldiers of the German 106th Infantry Division witnessed an unusual event, a division-sized cavalry charge. The 44th Siberian Cavalry Division, fresh from the steppes of central Asia, formed up in three rows and flung themselves at the invaders.

Conclusion

The Soviet cavalry attack failed amid terrible slaughter of men and horses. Clearly the time of massed cavalry charges had passed.


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
  • Motorized
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 (4)

Carga de la caballería soviética
Author enrique
Method Solo
Victor Soviet Union
Play Date 2009-09-11
Language Español
Scenario PaGr005

Escenario jugado sobre un sólo mapa. Intervienen infantería alemana (con algunos AT, artillería y morteros) frente a caballería soviética. La caballería gana si consigue salir por el borde oeste del mapa o aniquila cierto número de steps enemigas.Al final ganan los soviéticos porque deciden pasar por los huecos en los extremos norte y sur del tablero, desentendiéndose de choques con el enemigo. Instructivo. En principio podría parecer que los soviéticos no pueden ganar. Interesante.

0 Comments
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They Do Shoot Horsemen... and T-60's
Author mikejames38
Method Solo
Victor Germany
Play Date 2022-11-19
Language English
Scenario PaGr005

Russian Captain Frolov cautiously led his Russian cavalry onto the battlefield from the east, deployed in a line from north to south. Before him lay the German invaders, also spread across the battlefield, in small groups that appeared to be in the process of digging in. After a quick meeting with his lieutenants, they moved forward toward the German line for a frontal assault. As German Captain Pelzer watched the Russians advancing, Lieutenant Fahnrich called in an artillery strike from the 105mm guns stationed on the hill behind them. As they moved closer the fire missions from the 105's and the regimental artillery to their west started to disrupt some units but not the advance. As the cavalry neared the range of the German infantry and HMG platoons, they began grouping up and streaming across to the left of the battlefield to overwhelm the German right flank. As they closed on the thinly-guarded right flank, with platoons of T-60 light tanks following close behind, the German artillery found their mark. Soon the attack had faltered as the Russians struggled with morale issues-in attempt to push the attack and cave the German right flank, the T-60's sped forward only to be met by some 37mm anti-tank guns that quickly left the tanks in flames. The Russians continued to struggle to press the attack due to morale problems-though a group of Calvary led by Lt. Grigorev did make it around the German right flank and behind the German lines, they were also hit by artillery and HMG fire that left them demoralized and looking for a way to retreat back to their lines. The end result was 11 step-losses on the Russian side and 3 for the Germans. The game ended with most Russian units having failed multiple morale checks with leaders who didn't have morale modifiers. It wasn't as much of a slaughter as I had anticipated, but the German's held without issue.

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Panzer Grenadier Scenario 5
Author triangular_cube
Method Solo
Victor Soviet Union
Play Date 2016-12-19
Language English
Scenario PaGr005

Not much to say on this one. The Germans have to spread out to cover the whole map at the start to deny the Russians from slipping through and exiting the map. The Russians massed along the southern border and hugged the line while they ran forward. The Germans moved to back up that side of the map, and got in 2 turns of good fire to attempt to disrupt the tail end of the column, but it wasnt enough. 12 steps exited early.

Always thought this one was too easy to game, but too hard to be realistic on.Not really a fan despite the interesting premise.

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A Painful & Costly Draw
Author treadasaurusrex (Soviet Union)
Method VASSAL
Victor Draw
Participants OldPueblo
Play Date 2023-02-18
Language English
Scenario PaGr005

This was a fast-paced, 2-session play-through with the bold & aggressive, OldPueblo leading the defending German side. I led the fragile Soviet side in this unbalanced, fracas. We used the consolidation, excess initiative, smoke/illum and extended assault optional rules. Both sides drew lousy leaders, in this scenario, which is in need of a rewrite.

Others have reported on this one, so this will be a brief AAR. The Germans tried defending too much ground, and the Red Army was able to either slip through existing gaps in the line, or bludgeon their was through the forward-deployed strong points. This was a costly business, but at least they had armor support, that fought surprisingly well, when combined with traditional cavalry. Killing AT guns is a fine sport for cavalry units if used correctly. The tragedy, today, was the combined 16 combat 7-die rolls that we threw and the near constant loss of leaders that repeatedly discombobulated actions for both sides. The Germans suffered a senior leader decapitation during game turn 7 that turned a likely Germa victory, into a grinding draw. Russian attacks collapsed over-and-over again. Multiple German counter attacks failed, usually in very bloody fashion. The darn German artillery batteries, suffered a nasty set of blows, but we literally were running out of units to play with, by the end of game turn 10. We fought on to a frustrating draw in this non-playtested encounter.

I give this one a generous, 3. It's far more suitable to SOLO, than shared play, IMHO.

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