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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Kruglowka
Panzer Grenadier #7
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany Grossdeutschland Division
Soviet Union 149th Rifle Division
Display
Balance:



Overall balance chart for PaGr007
Total
Side 1 1
Draw 3
Side 2 0
Overall Rating, 6 votes
5
4
3
2
1
3
Scenario Rank: 770 of 940
Parent Game Panzer Grenadier
Historicity Historical
Date 1941-07-23
Start Time 05:00
Turn Count 12
Visibility Day
Counters 69
Net Morale 1
Net Initiative 1
Maps 1: 1
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 128
AAR Bounty 165
Total Plays 4
Total AARs 2
Battle Types
Delaying Action
Exit the Battle Area
Inflict Enemy Casualties
Conditions
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Panzer Grenadier Base Game
Introduction

WEST FRONT: Marshall Semyon Timoshenko committed fresh reserves in a desperate attempt to halt the German advance and rescue the 16th, 19th and 20th Armies pocketed around Smolensk. Warned of the impending attack, the rifle companies of 1st Battalion, Infantry Regiment "Gross Deutschland" dug in near the village of Kruglowka, 60 miles southeast of Smolensk.

Conclusion

The hurried Soviet attack lacked the necessary reserves. Once the infantry assault had been turned back, the lack of fresh troops precluded a second attack. The Germans had suffered badly and a renewed attack would have been difficult to resist.


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).

Display Order of Battle

Germany Order of Battle
Heer
  • Motorized
Soviet Union Order of Battle
Army (RKKA)
  • Towed

Display Errata (3)

3 Errata Items
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 951

The reduced direct fire value in Kursk: Burning Tigers is 4-4.

(plloyd1010 on 2015 Jul 31)

Display AARs (2)

Attacking the near post
Author Matt W
Method Solo
Victor Draw
Play Date 2012-09-17
Language English
Scenario PaGr007

I was a youth soccer coach for several years working with girl's teams. My teams were generally made up of a group of girls who enjoyed each other's company and were willing to run around aimlessly on a Saturday morning and then have snacks together. My job was to make the actual playing of soccer fun for them (this was recreational, not club soccer - 'scuse me football).

While the game was on the girls generally had a decent idea of what to do but that all broke down when we got a corner kick. You see, corner kicks generally work best when you have someone who can put the ball in front of the net from the corner in the air. I didn't have anyone who could do this with any regularity on the team. As a result, we worked on a "short" corner kick scheme that focused on controlling the play towards the near goalpost, the one we could actually reach.

I thought of that as I played this scenario. The Soviets in 2 battalion strength with significant artillery support are tasked with ramming through the GD regiment and exiting the board in large numbers (10 units). The GD has little artillery but a full battalion of troops to defend the area. There are only 12 turns so there is little time after the setup to do anything.

It would be tempting for the Soviet to try to push through the center of the German line but I noted the poor morale of the Soviets and instead focused on trying to unhinge the German line at its nearest point and then slide units off the board past the broken hinge (the "near post" of the title). As of turn 8 this appeared to be possible due to some terrific results from artillery barrages. The Germans had lost their 9th step and any ability to win the scenario outright due to some awful rolling on morale.

By turn 11 the Soviets had exited 7 units and had three remaining in range when a German counterattack surrounded the Soviets and demoralized the potential exiters on turn 12. This was a fun, tense and decidedly messy scenario with assaults and friendly fire a regular occurrence. It is well worth the time. I believe that luck was definitely on the Soviets' side in this play so I would expect more German wins than even draws but it is nevertheless a good one. I give it a "4".

0 Comments
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Panzer Grenadier Scenario 7
Author triangular_cube
Method Solo
Victor Germany
Play Date 2016-12-22
Language English
Scenario PaGr007

This is the next in the line of Russian human wave attack scenarios in the original Panzer Grenadier. This one usually proves interesting because of the dependence on die rolls, and at least, seemingly to me, the ability of those die rolls to flip the balance very quickly. Because of the time limit on this one, there is no setting up for a methodical attack, it is pretty much line up your guys and charge forward. This limits the impact of the Russian machine guns, and stresses their mortars and off board support. These end up being the key of the scenario.

The Germans have to defend the "northwest corner" of the map, which the Russians will be attempting to exit off of. Unfortuanately I could not find a game definition of "northwest corner" so I had to generalize it. Either way, the Germans have to spread out a bit to deny all the avenues of attack, which they have the MGs to do.

I tried to spread out the Russians as much as I could in an attempt to negate their extremely poor morale a bit. Because they number so many, and the objective is such a small corridor, they really couldnt spread out THAT much, but it did help get them to the German line. Once they hit the line though, the center dissolved, and the northern section got tied into and brutalized in assualt. The attack in the south made progress, but they were wore out by this point. It was a bloodbath, and the Germans won the day with significant casualties due to artillery of their own.

2 Comments
2016-12-28 13:31

I defined the new corner as drawn from halfway down each side of the map to the apex. In Eastern Front Deluxe, the exit is redefined as the short side. If you use the victories conditions as written, the the German troops can set up a defense in depth.

2016-12-28 20:36

I ended up using the western quarter of the northern edge and equdistant south along the western edge to define it for my play. Ultimately, the Russians were stopped before the definition became relevant.

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