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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Gorodischtsche
Panzer Grenadier #16
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany Grossdeutschland Division
Soviet Union 4th Rifle Regiment
Soviet Union 8th Tank Regiment
Display
Balance:



Overall balance chart for PaGr016
Total
Side 1 2
Draw 1
Side 2 1
Overall Rating, 5 votes
5
4
3
2
1
2.6
Scenario Rank: 891 of 940
Parent Game Panzer Grenadier
Historicity Historical
Date 1941-06-30
Start Time 13:00
Turn Count 13
Visibility Day
Counters 84
Net Morale 0
Net Initiative 0
Maps 2: 2, 8
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 138
AAR Bounty 159
Total Plays 4
Total AARs 3
Battle Types
Breakout
Conditions
Off-board Artillery
Scenario Requirements & Playability
Panzer Grenadier Base Game
Introduction

WEST FRONT: The invading German armies swept toward Moscow, trapping three Soviet armies west of Minsk. The rapid German advance confused the Soviet defenders, but did not rob them of their will to fight. Shortly after noon on 30 June the Soviet 4th Tank Division struck the portion of the perimeter held by the Infantry Regiment Gross Deutschland.

Conclusion

The 4th Tank Division had never really recovered from the opening air attacks of Operation Barbarossa, when a bombing raid killed the divisional commander. By 30 June the division had lost most of its tanks after they ran out of fuel and were abandoned in the retreat. Trapped in the Bialystok and Minsk Pockets, the formation failed to break out and did not survive beyond the first few days of July.


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)
  • Motorized
  • Towed

Display Errata (5)

5 Errata Items
Scen 16

Add "2 x tank leaders" for the Soviets.

(rerathbun on 2012 Feb 18)
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 (3)

Second time is the charm for this scenario
Author Matt W
Method Solo
Victor Germany
Play Date 2012-12-12
Language English
Scenario PaGr016

This scenario was redone for EFDx as scenario 20 of the same name. It concerns a group of Soviets trying to break out of an encirclement through the lines of Gross Deutschland Regiment. I played it as part of EFDx and had a tremendous time with the Soviets just missing a win. The GD line bent terribly but did not break.

When I sat down for this one I expected a similar rock and roll fight but was surprised when GD managed to keep everything in check. Only three Soviet units made it off the board and one made it by fleeing off the board, not the result one usually considers part of a victory but it made sense at the time. The remainder of the troops were corralled by the repidly redeploying GD and although the morale was similar (8/7 for GD, 8/6 for the Soviets) the Soviets could not break through in any numbers and ultimately fled back into the pocket.

An odd piece that seemed to contribute to the result was that the 8 tank platoons had no leaders. This led to some very odd movement and desperate attempts to get the tanks into the battle by using cover, etc. The lack of leaders for these strong units kept them from having an impact on the battle and left the infantry force to face the vast majority of the GD by themselves.

In reviewing the scenario in EFDx I noted that 3 tank leaders were added to the OB which would have completely changed the scenario and made it much more competitive (much as it played when I played it then).

This one was not without some chances for the Soviets but I feel that a "3" is as high as it can go given the lack of the tank leaders.

0 Comments
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A Frustrating Draw
Author CavDo (Germany)
Method VASSAL
Victor Draw
Participants treadasaurusrex
Play Date 2024-01-31
Language English
Scenario PaGr016

We played this, 4-session scenario to a draw. The Soviets only got 9 steps off the south edge of the battle map before we ran out of time, but the Germans lost 22 steps trying to stop the slow, Red Army migration to the south. This resulted in a draw. Another turn or so, and the Reds would have managed to exit another 7 steps.

We did not use the FOW, but did use the excess initiative and smoke optional rules. Both sides drew not very good leaders and had lots of bad die rolls. Step losses rapidly accumulated, especially in our 3rd and 4th sessions. The Treadasaurus displayed his usual skill at killing AT guns with Mortars, OBA or in adjacent-hex frights. All German towed AT guns were eliminated by the end of turn 9. The Russians did pay a heavy price for this as I have become much better at deploying my units in a "defense in depth" with "interlocking field of fire" pattern. All but one step of BT-7 and T-26 light tanks were destroyed along with 4 Soviet leaders. The German losses were also very heavy with 5 leaders killed or deserted, a decapitation and many units halved in their first baptisms by fire.

This was a quicker than usual, fun-to-play-with-beer-and-chips, but poorly-written scenario that is near guaranteed to result in a draw with the victory conditions as written. Doesn't look like this battle was properly play tested against a real opponent. A rewrite of the VCs would do wonders for this game and make it a much better scenario to play with another person.

I give this battle a generous 3. It is more suited to This one is best played as others has suggested - as a solo performance.

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Beware! An Amateurish and Poorly Designed Scenario
Author ACav (Germany)
Method VASSAL
Victor Soviet Union
Participants treadasaurusrex
Play Date 2023-06-26
Language English
Scenario PaGr016

We played this cruddy one to an almost draw, but the Russians pulled off a win at almost the last minute. Both sides drew poor leaders and had lots of bad die rolls. I figured that this would be an easy one for the Germans to win - wrong again! Soviet AT cross fires were unusually deadly and my opponent's desire to destroy every AT gun as a priority did a whole lot to expose the weakness of the ill-equipped and deployed Nazi defenders. Still getting used to fighting defensively in PG, and this fight had some teachable and coachable moments for me.

I give this mess, a generous rating 2, because it was fun to play with a dangerous and cunning opponent after we added the tanks leaders as others have suggested. Next time, I get to do the attacking in what I hope will be a better play-tested game. This one is probably best played as a solitaire game.

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