Katukov's Brigade Panzer Grenadier #18 |
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(Attacker) Germany | vs | Soviet Union (Defender) |
Formations Involved | ||
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Germany | 4th Panzer Division | |
Soviet Union | 1st Guards Tank Brigade | |
Soviet Union | NKVD |
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Overall Rating, 4 votes |
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3
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Scenario Rank: --- of 940 |
Parent Game | Panzer Grenadier |
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Historicity | Historical |
Date | 1941-10-06 |
Start Time | 09:00 |
Turn Count | 29 |
Visibility | Day |
Counters | 55 |
Net Morale | 0 |
Net Initiative | 0 |
Maps | 3: 1, 2, 3 |
Layout Dimensions | 84 x 43 cm 33 x 17 in |
Play Bounty | 141 |
AAR Bounty | 165 |
Total Plays | 3 |
Total AARs | 2 |
Battle Types |
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Bridge Control |
Inflict Enemy Casualties |
Conditions |
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Off-board Artillery |
Randomly-drawn Aircraft |
Reinforcements |
Scenario Requirements & Playability | |
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Panzer Grenadier | Base Game |
Introduction |
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ARMY GROUP CENTER: The German 4th Panzer Division, advancing northeast of Orel on the 5th of October, had driven an NKVD regiment back and reached, but not crossed, the river Lisiza as darkness fell. The small group of panzergrenadiers, tanks and armored cars dug in to protect the bridgehead. Unknown to the Germans the Soviets had railed in the fresh 4th Tank Brigade. By early morning on the 6th the brigade had joined the remnants of the NKVD regiment. At 0900 4th Panzer Division began to move across the bridge. |
Conclusion |
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The arrival of the remainder of the 4th Tank Brigade and students from the local military school strengthened the Soviet defense. Even more important was the Soviet commander, Col. Mikhail Efimov Katukov. The Soviets held and 4th Panzer Division learned a painful lesson at the hands of well-handled Soviet armor, especially when the tanks were T-34's and KV-l's. That night the first snow fell on Guderian's advancing German tanks. Katukov ended the war leading the 1st Guards Tank Army into the ruins of Berlin. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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6 Errata Items | |
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The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France. (plloyd1010
on 2015 Jul 31)
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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)
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The morale and combat modifiers of German Sergeant #1614 should be "0", not "8". (Shad
on 2010 Dec 15)
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All SPW 251s have an armor value of 0. (Shad
on 2010 Dec 15)
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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)
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The reduced direct fire value in Kursk: Burning Tigers is 4-4. (plloyd1010
on 2015 Jul 31)
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This scenario should be a delaying action | ||||||||||||
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For once in the ealy war scenarios, this one pits forces with similar morale levels - and the Soviets have armour superiority to boot! Alas, you RKKA supporters must know that the Germans have powerful artillery and in order to control the bridge hex set as the only objective by the victory conditions you will be deprived of your best asset: mobility. So the German 105's and 150's will slowly but surely grind your forces down and will prevail. This scenario should be a delaying action fought by the Soviets against the German advance towards Mtsensk & Tula. Maybe some day I will try and rewrite it to better reflect the "real" battle of Voin/Kamenevo... and test my own PG house rules! TO&E check: Katukov's light tanks at the time were mainly BT-7's, with some BT-5's and even some MG-armed BT-2! Those BT's were repaired tanks, unlike the mediums and heavies in his 1st Battalion (T-34's M1941 and KV-1's, all of them fresh from the Stalingrad Tractor Factory STZ).So no T-26's nor T-60's for his 4th Tank Brigade in early October 1941. |
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0 Comments |
Bad Luck for the 4th Panzer | ||||||||||||||
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Played this early war, movement-to-contact scenario over 6-sessions with the humorous and very deadly Treadasaur as the Soviet side. I chose the advancing German 4th Panzer boys with a crummy assortment of AFVs, and what turned out to be a very poor draw of combat leaders, compared to the unexpectedly good set that the Red Army got. This way, too-long scenario turned into a big time, Russian delaying action where they shot out my slowly-diminishing thrusts, although the bridge changed hands 2 times in fierce fighting - but to no avail for the Third Reich - as the Germans lost more than 10 steps even before the end of the 7th turn. they had lost, but we played on! We used the FOW, excess initiative, smoke, extended assault optional rules, as well as these two house rules: 1) Road Movement for Mechanized & Foot Units All FOOT & MECHANIZED units may move on roads at the rate of 1/2 a Movement Point (MP) per road hex, just like MOTORIZED units, and 2) Standardized Movement for Mechanized Units All mechanized units may move through clear hexes at a movement cost of only 1 movement point (MP) per hex, instead of 1 1/2. Add one to this cost if moving up, across, or down slopes hexes. These house rules greatly simplified movement and made for a more fun gaming experience. Sadly, the only bright spot for the Germans was the substantial amount of OBA. Even the Luftwaffe failed to help as they bombed/strafed a "too close for comfort" friendly 3-stack in close assault, when I foolishly tried to take the bridge the first time! My rapidly moving and cross-firing opponent's, T-34s and KV-I heavy tanks had my armored units for lunch and breakfast, while I tried close assault, after close assault. In general it was too awful to behold, but quite a lesson in what not to do in close assaults with enemy tanks nearby. The Germans should have stood off in adjacent hexes and delivered many more direct fire suppression shots before assaulting. They suffered a senior leader decapitation, and ended up with just 3 leaders alive (6 killed or deserted!) at the end of 29 turns. Oddly, this scenario looks like a sure German win as published, but fickle, Lady Luck was not even close to being on their side this time. We endured 9 FOW-shortend turns and an endless number of (mostly German) combat 7-die rolls. Together, we thought that this fight is suitable for solitaire and shared play, but needs its "all or nothing" victory conditions rewritten to permit the possibility of a draw. I give this scenario a generous 3, and think it is too long and not properly play tested. |
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2 Comments |
The Russians just flat got lucky again & again in this one, in spite of heroic & frequent German close assaults around the WWII version of Burnside's bridge at Antietam.
Very gracious, but in truth, too much haste and too little suppressing fire before assaulting key terrain was the true German downfall. The miserable dice throwing just made the poor tactical decisions worse for the fumbling German mob.