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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Gaytolovo
Panzer Grenadier #19
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 366th Infantry Regiment
Soviet Union 122nd Tank Brigade
Soviet Union 376th Rifle Division
Display
Balance:



Overall balance chart for PaGr019
Total
Side 1 1
Draw 0
Side 2 2
Overall Rating, 4 votes
5
4
3
2
1
2.75
Scenario Rank: --- of 940
Parent Game Panzer Grenadier
Historicity Historical
Date 1942-08-22
Start Time 22:00
Turn Count 24
Visibility Night
Counters 130
Net Morale 0
Net Initiative 1
Maps 4: 1, 2, 3, 8
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 165
AAR Bounty 171
Total Plays 3
Total AARs 1
Battle Types
Inflict Enemy Casualties
Conditions
Off-board Artillery
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Panzer Grenadier Base Game
Introduction

VOLKHOV FRONT: South of Lake Lagoda the Soviet 2nd Shock Army launched an offensive toward Leningrad, then surrounded by Axis troops. The Germans held only a narrow wedge between the city and the Soviet forces outside, and here Gen. Kiril Meretskov planned to break the stranglehold. Meretskov apparently did not know the Germans had shipped in numerous reinforcements in preparation for their own attack on the cradle of the revolution.

Conclusion

The Germans withdrew into a small wood and held out for three days until relieved by a German counterattack. The Soviet offensive failed to break the siege of Leningrad, but did stop the planned German assault on the city.


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

Display Errata (5)

5 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 54

The movement allowance on the counters in Airborne is misprinted. It should be "3."

(rerathbun on 2012 Jan 30)
Overall balance chart for 951

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

(plloyd1010 on 2015 Jul 31)

Display AARs (1)

Almost Doesn't Count in The Steppes
Author CavDo (Germany)
Method VASSAL
Victor Soviet Union
Participants treadasaurusrex
Play Date 2023-08-22
Language English
Scenario PaGr019

Fought this lengthy battle in 12 segmented sessions with the well-organized and frighteningly tenacious Treadasaurus, leading the Commies. I had the defending Germans in this giant firefight. The Nazis came very close to a draw in the lest 2 turns this frustrating battle. If we had persisted for just a few more turns, I think things would have turned out better for the depleted and badly shot up Germans side.

We had only 4 turns that were shortened by the FOW, which helped the Soviet horde way more than the Nazis. Both sides had lousy leaders and there many useless combat 7-die rolls and blind artillery gunners on my side of the map board. My opponent was able to eliminate just about every weapon system that posed an armor piercing threat to his AFVs by the end of turn 19 at a very heavy cost. Still, when push came to shove, his morale recovery roles were far better than mine in spite of inferior morale. This factor was crucial in giving the Soviets the edge in assaults. He also had the initiative for most of the game, except for the last 3 turns, which is another reason why we nearly played to a bloody draw. This scenario ended as a red Army victory, but it was very close.

We recommend this one for shared and solo play. I give this one a 3, but I intend to switch sides and play it again as the Russians to see if I can do better leading the attacking side.

1 Comment
(edited 2024-01-29 19:42)

I am sure that your assessment is correct, a couple more turns and your battered Jerries would have won this bloody fight, as I was running out of Bolshevik troops to throw into the Teutonic lion's mouth. Oddly, the dice gods supported the attacking commies in most instances this time around.

Hmm, Proletariat running dogs with M-1891/30 Moisin-Nagants and fixed bayonets, Unite!

It's a wonder that we didn't end in a very costly draw

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