Debut Panzer Grenadier #20 |
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(Attacker) Germany | vs | Soviet Union (Defender) |
Formations Involved | ||
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Germany | 170th Infantry division | |
Germany | 502nd Heavy Panzer Battalion | |
Soviet Union | 314th Rifle Division |
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Overall Rating, 4 votes |
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2.75
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Scenario Rank: --- of 940 |
Parent Game | Panzer Grenadier |
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Historicity | Historical |
Date | 1942-09-22 |
Start Time | 10:30 |
Turn Count | 12 |
Visibility | Day |
Counters | 56 |
Net Morale | 1 |
Net Initiative | 2 |
Maps | 2: 1, 8 |
Layout Dimensions | 56 x 43 cm 22 x 17 in |
Play Bounty | 131 |
AAR Bounty | 165 |
Total Plays | 3 |
Total AARs | 2 |
Battle Types |
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Inflict Enemy Casualties |
Urban Assault |
Conditions |
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Entrenchments |
Off-board Artillery |
Severe Weather |
Terrain Mods |
Scenario Requirements & Playability | |
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Panzer Grenadier | Base Game |
Introduction |
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ARMY GROUP NORTH: By mid-September 1942 the first Panzer Mark VI tanks, the famous Tiger, had arrived at the front. Four of the new tanks and a platoon of PzKw III's joined the l70th Infantry Division to attack the positions of the 2nd Shock Army. |
Conclusion |
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The attack gained little ground and one Tiger became stuck in the mud. The high command took the loss of a "secret" weapon very seriously and relieved the battalion commander. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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5 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 morale and combat modifiers of German Sergeant #1614 should be "0", not "8". (Shad
on 2010 Dec 15)
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Liberation 1944's Tiger movement and armor ratings are backwards. They should be Armor 7 and Movement 5. (petermc
on 2014 Feb 14)
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The movement allowance on the counters in Airborne is misprinted. It should be "3." (rerathbun
on 2012 Jan 30)
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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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Morale is all | ||||||||||||
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In spite of the muddy ground conditions, the Germans have a greater chance of winning this scenario, basically because of their higher morale level and the better overall quality of their leaders. My play of the scenario saw the Axis forces slowly but steadily advancing across the soft plains towards the city to their front (the "hidden objective" of the scenario). Soviet artillery didn't manage to disrupt the Germans seriously, and the latter managed to assault and take the city with few casualties (the Pz III took a step loss from the Soviet 76 - ouch!). The Tiger platoon served mainly as a diversionary show against the Soviet left flank. Moving along the road makes it very difficult for it to bog bown in the mud, its fearsome firepower can seriously harm any Soviet unit not in an Entrenchment or Town hex, and its armour makes it rather impervious to enemy return fire. Just stay away from the soft terrain and hostile infantry in town hexes, and you are OK. |
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0 Comments |
A Quick Play in the Deep Mud | ||||||||||||||
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Played the Soviet side in this very muddy scenario over 4 sessions with the methodical Treadasaurus leading the road-bound Germans. Lucky for the Russians, the Tiger I unit brokedown on the 7th turn, and there were 5 FOW-shorened turns in our play-through of this seriously unbalanced game. I give this one a solid 2, as there is very little chance fr the Soviets to win if the German player selects the second choice victory conditiona: where he only has to eliminate 16 Soviets steps. My careful opponent mostly kept the invaders on the roads and in the trees. He was was able to take out the 16th Russian step on the 10th turn! The Germans had better luck with die throws, especially in adjacent-hex firefights. Red Army OBA was ineffecive the entire game, as the Germans slow-walked north with their better-morale units proving hard to even slow down. This short fight is probably better suited to solitaire play. I would avoid it in shared play. |
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1 Comment |