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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Stand at Smolensk
Panzer Grenadier #8
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 29th Motorized Infantry Division
Soviet Union 152nd Rifle Division
Display
Balance:



Overall balance chart for PaGr008
Total
Side 1 2
Draw 3
Side 2 1
Overall Rating, 7 votes
5
4
3
2
1
3.14
Scenario Rank: 675 of 940
Parent Game Panzer Grenadier
Historicity Historical
Date 1941-07-15
Start Time 01:00
Turn Count 16
Visibility Day
Counters 64
Net Morale 0
Net Initiative 1
Maps 2: 2, 3
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 130
AAR Bounty 165
Total Plays 6
Total AARs 2
Battle Types
Bridge Control
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Scenario Requirements & Playability
Panzer Grenadier Base Game
Introduction

ARMY GROUP CENTER: As German panzer spearheads pushed toward Moscow, Soviet defenders continued to contest every foot of ground. South of Smolensk, the Soviet 152nd Rifle Division's commander was wounded twice in one day yet refused to leave the fight, inspiring his men to fanatic efforts. But even with such determined leadership and the help of air and artillery support, the slow-moving Soviet rifle units could not keep up with the mechanized German invaders.

Conclusion

Using their assault guns to eliminate Soviet strongpoints, the Germans pushed forward into the southern suburbs of Smolensk. The Soviets fell back slowly, but continued to fight with bitter determination.


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)
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable

Display Order of Battle

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

Display Errata (4)

4 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 532

The StuG IIb appearing in the original Panzer Grenadier game had an Anti tank value of 4-7. As of Eastern Front Deluxe (2005), continuing onward through the 3rd and 4th edition games, the anti-tank value has been 4-4.

(plloyd1010 on 2022 Jul 21)
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)

Panzer Grenadier Scenario 8
Author triangular_cube
Method Solo
Victor Soviet Union
Play Date 2016-12-25
Language English
Scenario PaGr008

The dice were not favorable to the Germans in this one....

The Russians deployed mostly in the town, which they are tasked with defending. The HMG sets up to protect the approach via road, the 76s aimed out towards the open fields denying the German StuGs a direct approach. The 37s set up in the woods with some infantry support to oppose a flanking attack into the woods, and the 45s set up as a last ditch defense on the bridge hex. Pretty standard defensive set up with nothing too exciting going on.

The Germans advanced through the town in their trucks and disembarked in order to advance on the town. The mortars and 37s held back. The StuGs took a northerly route, staying out of range of the 76s, with the infantry following the path. The Germans had a rough time setting up to assault the woods and ultimately flank the town from cover due to some unfortunate die rolls, but by turn 6 they were ready to attack. The bad die rolls continued, with the Russians winning 2x initative fro Turn 7, and by pure luck demoralizing 4 german infantry units and 2 leaders in position to begin the assault. The Germans all failed to rally, and the Russian airstrikes and artillery tore them up. By turn 10 they had regrouped and were ready to try to make an assault again (knowing the time limit had already put victory out of reach). These assaults went even worse, as the Russians again were rolling fire and destroyed a step of German Stugs (x2 for ini and vc) triggering a Russian win.

This scenario ultimately fell to the hot dice, but the combined arms attack of the Germans into decent moral Russians with heavy air support made for a very interesting scenario.

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Lucha sin cuartel
Author enrique
Method Solo
Victor Draw
Play Date 2009-04-30
Language Español
Scenario PaGr008

Interesante escenario. Empate. Para los alemanes es tremendamente difícil ganar, ya que deben ocupar una ciudad y un puente ocupados con soviéticos con moral 8/7 y que pueden disponer de hasta tres aviones por turno. Repetí la partida, pero obtuve los mismos resultados. De todos modos, un escenario muy interesante.

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