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
Errors? Omissions? Report them!
Katukov's Brigade
Panzer Grenadier #18
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 4th Panzer Division
Soviet Union 1st Guards Tank Brigade
Soviet Union NKVD
Display
Balance:



Overall balance chart for PaGr018
Total
Side 1 1
Draw 1
Side 2 1
Overall Rating, 4 votes
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Panzer Grenadier
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
Bridge Control
Inflict Enemy Casualties
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Scenario Requirements & Playability
Panzer Grenadier Base Game
Introduction

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

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.


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
  • Assault Gun: if closed-top, 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)

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 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)

This scenario should be a delaying action
Author G. K. Zhukov
Method Solo
Victor Germany
Play Date 2013-01-01
Language English
Scenario PaGr018

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.

0 Comments
You must be a registered member and logged-in to post a comment.
Bad Luck for the 4th Panzer
Author Sonora (Germany)
Method VASSAL
Victor Soviet Union
Participants treadasaurusrex
Play Date 2024-02-09
Language English
Scenario PaGr018

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.

2 Comments
2024-02-10 23:35

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.

2024-02-10 23:54

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.

You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!
Page generated in 0.287 seconds.