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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A Rotten Morning
Panzer Grenadier #10
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 1st Panzer Regiment
Germany 1st Panzergrenadier Regiment
Soviet Union 657th Rifle Regiment
Display
Balance:



Overall balance chart for PaGr010
Total
Side 1 4
Draw 0
Side 2 0
Overall Rating, 6 votes
5
4
3
2
1
2.5
Scenario Rank: 901 of 940
Parent Game Panzer Grenadier
Historicity Historical
Date 1941-06-22
Start Time 05:00
Turn Count 14
Visibility Day
Counters 140
Net Morale 1
Net Initiative 5
Maps 3: 2, 3, 8
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 158
AAR Bounty 165
Total Plays 4
Total AARs 2
Battle Types
Inflict Enemy Casualties
River Crossing
Surprise Attack
Urban Assault
Conditions
Off-board Artillery
Scenario Requirements & Playability
Panzer Grenadier Base Game
Introduction

ARMY GROUP NORTH: A terrific artillery bombardment awakened the Soviet 125th Rifle Division in the early morning hours of 22 June. As the barrage lifted, tanks and panzergrenadiers of 1st Panzer Division emerged from the smoke. Bound for Taurage, the Germans had little time to spare.

Conclusion

The 657th Rifle Regiment and its parent 125th Rifle Division ceased to exist. The German panzers rolled east.


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).
  • Open-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables, but DO take step losses from X and #X results (7.25, 7.41, 7.61, BT, DFT). If a "2X" or "3X" result is rolled, at least one of the step losses must be taken by an open-top AFV if present.
  • 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
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable
  • APC – Armored Personnel Carrier: These are Combat Units, but stack like Transports. They can transport personnel units or towed units. They are not counted as combat units for the +1 stacking modifier on the Direct Fire and Bombardment Tables (4.4). They may be activated by regular leaders and tank leaders (1.2, 3.34, 4.3, 5.43). They do not provide the +1 Assault bonus (ACC).
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.

Display Order of Battle

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

Display Errata (6)

6 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 486

The Pz IVe appearing in the original Panzer Grenadier game had an Anti tank value of 4-7. As of Afrika Korps (2002), continuing onward through the 3rd and 4th edition games, the anti tank value has been 4-4.

(plloyd1010 on 2016 Jul 25)
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 47

All SPW 251s have an armor value of 0.

(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)

Solo Juega este Disastre de un Escenario en modo Individual!
Author treadasaurusrex (Germany)
Method VASSAL
Victor Germany
Participants PANISTA
Play Date 2022-10-11
Language Español
Scenario PaGr010

Este es un escenario terriblemente desequilibrado que solo debe jugarse en mode individual. Su único valor es como entretenimiento para el jugador Aleman. Esta fue una jugada afortunadamente corta para el desventurado lado Ruso.

Solo juega este recorrido si quieres la vivencia de un verdadero ataque Blitzkrieg contra una defensa patéticamente débil. Le doy una calificación de 3, solo porque fue divertido de jugar, con un oponente que lucha duro.

0 Comments
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Panzer Grenadier Scenario 10
Author triangular_cube
Method Solo
Victor Germany
Play Date 2016-12-30
Language English
Scenario PaGr010

This is a pretty notoriously onsesided battle. The only real entertainment factor on this one comes with running as a solitaire play and trying to beat your previous record in either time or step losses to take the objectives from the Russians.

The shock and awe German troops have everything they could possibly want in this scenario, except air cover, which tbh doesnt account for much in early PG. They have tank swarms, fully motorized/mechanized infantry, and overwhelming OBA support. They even have a ton of AT guns to slow your advance and be annoying : ).

The Russians have none of that, typical poor Russian moral, and special inhibiting movement rules because they really needed to be kicked when they were down. Contrary to the EFD version of this scenario, the Russians do not even have their horrid light tanks to attempt to clog the bridge with wrecks.

As anyone who reads my AARs may know, I have a tendency to play conservatively on the attack that usually gets me into time trouble. Not even that could stop the Germans this time. By turn 5, they had cleared out the town on board 3, destroyed all enemy AT values on board 2, and were ready to assault the large town. They had destroyed 16 Russian Steps and taken no losses. It was only a matter of time before the rest of the town hexes were theirs. But in the end they even got to use their armored cars to take the back half of the town unopposed, which gave use to these normally irrelevant units (in 3rd edition at least). Did I mention the Germans have everything?

From a two player perspective, I would give this a 1. It really is so horribly out of balance that no one should play it live against someone else. From a solitaire perspective, I gave it a 2 just for the "challenge run" aspect, and well... it feels cool to have an unstoppable force that shows just about everything that PG has to offer sometimes.

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