First Blood: IR Gross Deutschland on the Eastern Front Panzer Grenadier #6 |
||
---|---|---|
(Attacker) Germany | vs | Soviet Union (Defender) |
Formations Involved | ||
---|---|---|
Germany | Grossdeutschland Division | |
Soviet Union | 204th Mechanized Division |
|
Overall Rating, 7 votes |
---|
2.29
|
Scenario Rank: 921 of 940 |
Parent Game | Panzer Grenadier |
---|---|
Historicity | Historical |
Date | 1941-06-30 |
Start Time | 07:00 |
Turn Count | 16 |
Visibility | Day |
Counters | 23 |
Net Morale | 1 |
Net Initiative | 3 |
Maps | 2: 1, 2 |
Layout Dimensions | 56 x 43 cm 22 x 17 in |
Play Bounty | 120 |
AAR Bounty | 153 |
Total Plays | 7 |
Total AARs | 4 |
Battle Types |
---|
Inflict Enemy Casualties |
Patrol |
Urban Assault |
Conditions |
---|
Reinforcements |
Scenario Requirements & Playability | |
---|---|
Panzer Grenadier | Base Game |
Introduction |
---|
ARMY GROUP CENTER: Following in the wake of Guderian's panzers, Infantry Regiment Gross Deutschland provided flank protection. On 30 June, while holding a portion of the "Minsk Pocket," the elite regiment engaged in its first action on the Eastern Front. A company of the 1st Battalion went forward to determine if the Soviets held a village in advance of the German lines. |
Conclusion |
---|
The patrol captured 23 Soviet soldiers and a kommissar, proof that the Soviets held the village and surrounding country in strength. |
5 Errata Items | |
---|---|
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)
|
|
Kommissars never get morale or combat modifiers. Ignore misprints. (Shad
on 2010 Dec 15)
|
El regimiento Grossdeutschland en acción |
---|
Escenario corto (16 turnos) con pocas fichas y dos mapas. Victoria alemana, ya que los alemanes consiguen entrar en la ciudad del mapa 2 y sufren sólo 1 baja. Escenario muy aleatorio. Los soviéticos han tenido mala suerte, ya que no ha entrado ni una sóla unidad de refuerzo. Entretenido. |
0 Comments |
Bloodless (almost) |
---|
In this scenario a company of the GD Regiment must approach and enter the large town on Board 2. The second they enter the town in any way the scenario is over as the Germans have won. The Soviets can nip at their heels but that's really all that is left. Of course, the Germans can choose to eliminate Soviet steps as an alternative but the goal of the action was to scout out the town so the historical approach is to get into the town and verify that it is occupied. The Soviets start out with insufficient force but each turn a die is rolled to see if they receive reinforcements (on a 1 or 2 they get an additional full strength INF in the town (no doubt waking up from a snooze). In my play they got two additional INF platoons in the first 6 turns. The Soviets moved their HMG and one ING onto the road and dug in to hit the Germans with Opportunity Fire. The Germans dropped off their HMG and sent their ING on a loop to the south threatening to enter the town. With a range of only 2 hexes, the defending Soviet INF didn't have the range to keep the Germans far enough away from the town nor did they ultimately have sufficient force to block the Germans entry (and with only two leaders they simply couldn't maneuver well enough anyhow). The Germans entered the town on the 7th turn and the Soviets conceded. A very straightforward movement oriented scenario. This is a good one to teach fundamentals of movement and leader based activation. The differences between the two forces could not be more stark and the benefit of leaders and chain activation make this one an excellent early scenario to play. I would be surprised if the Soviets won many and if they do win they are having excellent luck on the reinforcement rolls. I give it a "3" for the explanatory value. |
0 Comments |
When Speed is the Answer | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Solitaire replay of Scenario 6 with 3rd edition rules. The Germans have 3 options, and time is of the essence with the increasing strength of the Soviet position: 1) Firefight at 3 hex range, 2) Assault, and 3) Maneuver. The prior experience and a math evaluation show the Firefight is a poor choice. Assault has to go directly in because any 'softening up' takes too much time. Results then depend on the morale die rolls of the Germans. Maneuver allows closing in to a 5 hex range with 5 possible 'groups' using 3 leaders within 5 or 6 turns, spreading out along a full semicircle from N to S. The Soviets are unlikely to have enough additional rolled-for units to cover all the town hexes exposed to a 5 point rush from the 5 groups. |
||||||||||||||
0 Comments |
Panzer Grenadier Scenario 6 | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
The Russians did not succesfully roll for a new infantry unit until turn 7. This scenario is dependent on them rolling very well either on reinforcements or on opportunity fire. They did neither. The Germans split into 3 groups, spread out the Russians, and then just walked in. Rather bland scenario, but is a good one for teaching new players on movement and activation I suppose... |
||||||||||||
0 Comments |