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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Siberian Night Attack
Panzer Grenadier #15
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 112th Infantry Division
Soviet Union 239th "Siberian" Rifle Division
Display
Balance:



Overall balance chart for PaGr015
Total
Side 1 1
Draw 0
Side 2 2
Overall Rating, 4 votes
5
4
3
2
1
3.5
Scenario Rank: --- of 940
Parent Game Panzer Grenadier
Historicity Historical
Date 1942-11-20
Start Time 22:00
Turn Count 14
Visibility Night
Counters 72
Net Morale 0
Net Initiative 2
Maps 1: 8
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 131
AAR Bounty 165
Total Plays 3
Total AARs 2
Battle Types
Inflict Enemy Casualties
Surprise Attack
Conditions
Hidden Units
Minefields
Off-board Artillery
Severe Weather
Terrain Mods
Scenario Requirements & Playability
Panzer Grenadier Base Game
Introduction

WEST FRONT: A carefully planned attack by the 239th Siberian Rifle Division hit the German 112th Infantry Division. Led by 20 tanks, the Siberians quickly overran the forward German positions.

Conclusion

The Soviet attack surprised the Germans and forced a panicked withdrawal. The retreat finally halted several miles behind the original positions. The Siberians achieved all of their objectives.


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

Display Order of Battle

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

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 15
Author triangular_cube
Method Solo
Victor Soviet Union
Play Date 2017-01-07
Language English
Scenario PaGr015

This was a solo play of a scenario that includes semi hidden units and hidden minefields. I played, pretending to not know this information to the best of my ability, but you might want to just ignore this AAR because of it.

The German's objective is to survive against a superior force that includes a significant amount of tanks and lots of OBA. The Russians have decent morale for once as well. To attempt to live, the Germans bunched up towards the center of the map, trying to cover all advances of attack with HMG and AT guns. The minefields were deployed along the road and 2 adjacent hexes directly in front of the German Lines.

The Russians split off into 3 groups. The tanks, mortars, and half of the HMG moved up the center to support the wings. The south wing of infantry contained 2/3 of the force, while a smaller one attacked from the north. While advancing (slowed by snow) the Germans could not move, so the first half of the game ended quickly with the 2 attacking wings getting into position. The tanks split into two groups to support the wings while the HMGs remained in the center.

The Russians attacked according to their plans, rolling the German forces up by the flanks, with a remaining force defending in the center. The mines took care of the Russian HMG, but this was not enough to stop the Russians. The Russians achieved victory on the last turn, reaching the kill count. Very close scenario that could have gone either way. Despite being a one mapper, I really enjoy this one because it is very close between the two forces.

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Shoot the Gap
Author treadasaurusrex (Soviet Union)
Method VASSAL
Victor Soviet Union
Participants Sonora
Play Date 2023-06-21
Language English
Scenario PaGr015

This was a fun-filled, 3-session, play-through with the hard fighting, Sonora, leading the German defenders in a night action against a godless horde of Siberians. There were hidden units & minefields to make things interesting!

As others have reported, the German objective was to outlast the Soviet tide armed with armor and plenty of OBA. Thankfully, the Soviets have decent morale in this scenario, and both sides drew relatively good leaders. This being a shortish scenario, we chose to ignore the FOW rule, but did use the consolidation, smoke-illum, tank riders, strategic movement and excess initiative optional rules.

My clever opponent created a strong Axis position straddling the center of the battle map, with his minefields properly deployed and covered by HMG and AT guns. The Bolsheviks came on like Hannibal, but in a rather slow, double envelopment, movement to contact, with a very strong central column and weaker forces on both the southern & northern flanks. The snow made things tedious, at first, but as the turns accumulated, things got faster & deadlier in a hurry. The minefields had to be crossed in a very costly fashion, but Soviet OBA was remarkably accurate in this, decently-balanced scenario. I give this one a 3, but my opponent felt that it deserved a rating of 4, on the basis of balance and how enjoyable it was to play.

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