Panzer Grenadier Battles on March 31st:
An Army at Dawn #40 - Task Force Benson Conquest of Ethiopia #27 - Salt Spring
An Army at Dawn 2nd Ed #39 - Restless Energy Spearhead Division #19 - The Cats Return
Afrika Korps #8 - Ambush! Spearhead Division #20 - Wewer
Errors? Omissions? Report them!
Bobruisk Bridgehead
Panzer Grenadier #17
(Attacker) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 10th Motorized Division
Germany 6th Panzer Regiment
Soviet Union 117th Rifle Regiment
Display
Balance:



Overall balance chart for PaGr017
Total
Side 1 2
Draw 0
Side 2 1
Overall Rating, 4 votes
5
4
3
2
1
3.75
Scenario Rank: --- of 957
Parent Game Panzer Grenadier
Historicity Historical
Date 1941-07-06
Start Time 04:00
Turn Count 24
Visibility Day
Counters 128
Net Morale 1
Net Initiative 0
Maps 3: 1, 2, 8
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 151
AAR Bounty 160
Total Plays 3
Total AARs 2
Duplicates EFDx029
Battle Types
Inflict Enemy Casualties
Meeting Engagement
Urban Assault
Conditions
Off-board Artillery
Reinforcements
Scenario Requirements & Playability
Panzer Grenadier Base Game
Introduction

WEST FRONT: The German 10th Motorized Division, advancing on the right flank of the 3rd Panzer Division, was struck in the flank by the Soviet 117th Rifle Division supported by tanks. The Soviet formations had, unknown to the Germans, crossed the Berezina River during the night.

Conclusion

The 117th Rifle Division went into action only partially mobilized, but determined to stop the German invaders. After ferocious fighting, a German tank battalion arrived and made the difference. By noon the Soviets had been thrown back. The 117th lost almost one-fifth of its personnel in just two days' fighting, along with 48 tanks. The Soviet soldiers gave as good as they got; in just this action the Germans lost 21 tanks and more than 200 men.


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

Display Errata (4)

4 Errata Items
Overall balance chart for 2

Two 105mms (ID#s 1204, 1205) have "16-31" fire values in black (direct fire), when they should be in white (indirect fire).

(Shad on 2010 Dec 15)
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 951

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

(plloyd1010 on 2015 Jul 31)

Display AARs (2)

Big Fun Maneuver and Urban Combat with the Treadasaurus
Author Tambu (Soviet Union)
Method VASSAL
Victor Germany
Participants treadasaurusrex
Play Date 2024-01-27
Language English
Scenario PaGr017

Thought that we'd give this not-yet-reviewed and barely played ancient scenario a try. I played the defending Russkies in what turned into a wildly exciting, and bigly fun, decently balanced, shoot 'em up on 3 map boards that took us all of 7 sessions to complete on Vassal, usingl with the stinking FOW optional rule after the 8th turn. We started this 24-turn battle last November on Veteran's Day. Heck, what's 9+ weeks over the holidays among friends and very old Reservists with too much beer on hand!

This was one of those all-or-nothing scenarios with strange victory conditions based on step losses (>20 for the Germans to lose, and >33 for the Soviets to lose) OR town hex control (27 hexes for the Germans to take vs 22 for the Soviets to control on Map 2). We had one heck of an armored shootout beginning on turn 16, which extended to the very bloody end. This battle was in serious doubt until the Jerry tanks showed up, and the Soviet senior leader got himself killed on the same turn!

The final step losses were 41 for the very stubborn, but doomed, Soviet defenders and 7 leaders KIA -- and a very near run -- 19 and 5 leaders for the madly running Jerries. The Russians just plain ran out of troops trying to held the big darn town on Map board 2 and had forward deployed too much of their stuff in open terrain dugouts trying to delay and keep the Germans away from the big town on Map 8.

Battle description to be continued when the darn grandkids leave . . . if I can recall what actually happened. Too many distractions, too little time.

I give this combined arms brawl a rating of 4, though it does need editing and a rewrite. I recommend it for solitaire or shared play.

1 Comment
2024-01-29 16:20

This one was a, "closer run thing" than my gracious opponent describes as the Germans had a run of amazing die rolling luck after the Panzers finally showed up on game turn 16. Without the lucky dice, this is one that the Russians seem destined to win.

You must be a registered member and logged-in to post a comment.
Bobruisk Bridgehead
Author filbox (Germany)
Method Face to Face
Victor Soviet Union
Participants unknown
Play Date 2025-02-15
Language English
Scenario PaGr017

On the 6th of July 1941, the German 10th Motorized Division was surprised by an early morning crossing of the Berezina River by the Soviet 117th Rifle Division. When approaching the supposedly already captured and overrun city of Bobruisk (now Babruisk in Belarus), the German vanguard of the occupying forces, suddenly saw an onslaught of Russian units, rushing towards the city from the south. The whole German column speeded towards the city to arrive there first when the eagle eyed Lt Col von Boxlaer suddenly noticed tanks among the Russian assailers. Immediately the orders for a general disembarkment sounded along the whole German column of trucks, leaving only the most forward elements of the column being able to reach the city. Russian tanks moved swiftly between these leaderless units and the rest of the column, cutting the Germans in the city off from support and supplies. Meanwhile, the whole of Bobruisk gets flooded with Russian troops, the ATG and 76mm rushing towards the eastside to protect the city from the tanks of the 3rd Panzer that already “liberated” the city a week before. The Germans on the other hand , tried to reach the surrounded units in the city, but failed to connect, losing a valuable Captain in the process. For the next 2 hours, the German infantry assault the Russian defenders non stop, but they simply can’t breach the stubborn Russian lines. Little by little, the German casualties stack up while the Russians can pull back into the heart of the city to regroup and resupply. At 7 AM, the German 105 batteries suddenly explode when a lucky Russian obus finds their ammunition truck, and when a few moments later the surrounded Germans still in the city succumb under the constant barrages of Russian direct fire, German morale takes a tumble. The German Lt Col immediately decides to halt the assaults on the city, sends some troops to silence the pesky mortars on the nearby southern hill, and moves his troops around the outskirts of the city to meet up with the due to arrive Panzers coming from the east. But those Panzers were clearly not in a hurry, only arriving at 9 AM, way to late to mount any decent attack on the Russian ATG line. To make matters worse, right at that moment, the Russians accomplish their own victory condition. A turn later, the German player realizes that he doesn’t have the fighting power to attack the city in earnest and orders his troops to surround the city and await further reinforcements to oust the Russians back out. The Germans only inflicted 9 steps and could never seriously threaten the Soviet occupation of Bobruisk. The very late arrival of the German tanks combined with the accurate Russian dice from the get-go, was a bit of a let down for the German player. Mind you, it could have been “game over” after only 2 turns when 6 Russian tank formations had a bead on a target rich column of fully loaded trucks, but luckily the Germans managed a perfect initiative roll to save his troops from a massacre. So overall, we would rate this scenario a 2,5. It could have been a 3,5 if the scenario would have a higher chance of the Panzers arriving earlier, or maybe already supporting the column from the start

0 Comments
You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!
Page generated in 0.343 seconds.