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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Katukov Rides Again
Panzer Grenadier #11
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 4th Panzer Division
Soviet Union 1st Guards Tank Brigade
Display
Balance:



Overall balance chart for PaGr011
Total
Side 1 2
Draw 2
Side 2 2
Overall Rating, 8 votes
5
4
3
2
1
2.63
Scenario Rank: 881 of 940
Parent Game Panzer Grenadier
Historicity Historical
Date 1941-10-11
Start Time 10:00
Turn Count 20
Visibility Day
Counters 24
Net Morale 0
Net Initiative 1
Maps 3: 1, 2, 8
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 127
AAR Bounty 165
Total Plays 6
Total AARs 2
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Severe Weather
Terrain Mods
Scenario Requirements & Playability
Panzer Grenadier Base Game
Introduction

WEST FRONT: As German units entered the burning ouskirts of Mtsensk, on the road to Tula south of Moscow, Marshal Zhukov once again committed Katukov's tank brigade to drive the Nazis back. Again, 4th Panzer Division fell victim and again, the T-34 demonstrated its superiority. At Guderian's urging a commission came to investigate this enemy tank.

Conclusion

Although not entirely successful, the 4th Tank Brigade managed to all but halt the German advance and withdraw largely intact. Guderian noted that the "quality and, above all, the handling of the Russian tanks were very worrying." The Germans began to wonder if they would see Moscow as anything but prisoners of war.


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
  • Foot
  • Leader
  • Motorized
Soviet Union Order of Battle
Army (RKKA)

Display Errata (1)

1 Errata Item
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)

Display AARs (2)

Panzer Grenadier Scenario 11
Author triangular_cube
Method Solo
Victor Soviet Union
Play Date 2016-12-31
Language English
Scenario PaGr011

This scenario sees large German and Russian tank forces duking it out for the town in board 2. The movement restrictions more or less dictate that the Germans set up in the town, or immediately next to it, and the Russians more or less drive straight towards it. It becomes a rather straight forward dice rolling contest with the Germans having more shots due to efficiency, but the Russians having more powerful shots. In my game the Russians won, but it could have gone either way.

Of note is the KV1s. which are moving incredibly slow, but due to the excessive movement restrictions on the Germans, are very hard to deal with. It is nearly impossible to get a flanking attack on them if you approach carefully.

Despite its simplicity, this scenario demonstrates the AT system, as there are only 2 german infantry units that are not tanks, and is most likely being used as a tutorial scenario on this system. (This is the first scenario in PG to include tanks on both sides btw). I also find it humorous that this was included before the other Katukov scenario, so all the references to "again" are awkward.

Russians won in what became a late game bloodbath as their small advantage snowballed throghout the game.

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Toe to Toe With The Russkies
Author RaffertyA (Soviet Union)
Method Face to Face
Victor Soviet Union
Participants unknown
Play Date 2016-08-14
Language English
Scenario PaGr011

The movement rules are so restrictive on the German Panzers that they have no choice but to position themselves in the town and just wait for the Russians to arrive (the primary reason this scenario rates only a 2). With the PanzerIVe errata the Soviets stay at range 8 until the KV's can come up. On turn 6 (coming up the road) they sit at the 3 hex spotting range, daring the German's to shoot, while the T-34s's move up to a 5 hex range.

If the German shoot at the KV's then all of the Soviets may fire back while outside the range of the IVe's. If they do not shoot at the KV's then the 2 Soviet tanks just spend a few turns working over whatever is in range. Should the Germans move back into the town then the T-34's still have the necessary (reduced) speed to enter the first row of town hexes. (The T-60 just stays out of range altogether.)

This latter situation is how we played the scenario out. What followed was a range 1 shootout with the Russian armor have a DR advantage and the Germans with double the number of shots/unit. Overall this gave the Russians the statistical advantage and all the Germans except 1 Infantry and the Leader (in an Assault hex) were destroyed before the end of turn 20. The German infantry went to an Assault and were very difficult to destroy. Russian losses were 3 tank units for a Marginal Victory (it looked pretty decisive on the game board).

1) As Assault DR are optional once locked-in-melee and with the defender's 2 column shift advantage, it can make for a static situation in the hex.

2) Infantry attacking armor in an Assault hex should need to pass a 'Pre-assault Morale Check' prior to moving into the Assault hex or making the DR on subsequent activations. Failure would not engender a defensive DR.

3) It is odd that tanks cannot spot for other tanks (lack of communication?) but losses affect Initiative everywhere on the board regardless of where the losses occurred (i.e. out of line of sight).

4) This scenario would open up if there were some non-board 2 edge-exit VP for the Germans.

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