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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Marching to Georgia
Panzer Grenadier #13
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 3rd Panzer Division
Soviet Union 34th Guards Tank Brigade
Display
Balance:



Overall balance chart for PaGr013
Total
Side 1 0
Draw 0
Side 2 2
Overall Rating, 3 votes
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Panzer Grenadier
Historicity Historical
Date 1942-09-05
Start Time 06:00
Turn Count 20
Visibility Day
Counters 131
Net Morale 0
Net Initiative 1
Maps 4: 1, 2, 3, 8
Layout Dimensions 112 x 43 cm
44 x 17 in
Play Bounty 165
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Road Control
Conditions
Off-board Artillery
Scenario Requirements & Playability
Panzer Grenadier Base Game
Introduction

ARMY GROUP A: Entering valleys along the northern rim of the Caucasus, German panzer units drove toward Grozny, capital of the Chechen republic and an important oil-producing center. In the Maiskoye valley the Soviets brought up a new Georgian tank brigade to support a line of antitank ambushes. A furious tank battle followed. Even Soviet generals' accounts praised the courage of the German tank crews, but they could not overcome the equally determined Georgians.

Conclusion

Soviet machine-gun and artillery fire separated the German tanks from their accompanying infantry. Once the panzers no longer had infantry protection, the Soviet tanks moved in to finish off the smaller and weaker German vehicles. The Soviets claimed 53 German tanks lost against only 10 of their own.


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
  • 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)
  • Motorized

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 951

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

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 993

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (1)

Panzer Grenadier Scenario 13
Author triangular_cube
Method Solo
Victor Soviet Union
Play Date 2017-01-01
Language English
Scenario PaGr013

This scenario sees a mechanized German column attempting to clear the road of a Russian tank brigade. This scenario is an oddity in that the attacker sets up first. The Russians placed their 45s throughout the woods on board 1, and the hills on 2 and 8. They put their 76.2s in the center on board 2, with all of their SMGs in reserve in the town attached to their light tank company. The T-34 elements deployed in the town on board 1, ready to move out and set up a crossfire on the advancing Germans. The KV1s deployed in the woods on board 1 to begin firing on the column as soon as it advanced.

My playthrough ended very quickly, only 9 of the 20 turns were used. The German armor advanced attempting to knock out the Russian Tanks intercepting them, making it safe for the mechanized infantry to advance. Unfortunately the crossfire from the KVs and T34s tore them up, and the Germans conceded. I'd like to try this one again, as it was over before it truly began. That being said, this still seems like a stiff challenge for the Germans, as KVs in the woods are very hard to crack. It seems the infantry need to carry out the first attack in this one, with the German tanks only attempting to deflect counterattacks from the T34s.

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