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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Debut
Panzer Grenadier #20
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 170th Infantry division
Germany 502nd Heavy Panzer Battalion
Soviet Union 314th Rifle Division
Display
Balance:



Overall balance chart for PaGr020
Total
Side 1 2
Draw 0
Side 2 1
Overall Rating, 4 votes
5
4
3
2
1
2.75
Scenario Rank: --- of 940
Parent Game Panzer Grenadier
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
Inflict Enemy Casualties
Urban Assault
Conditions
Entrenchments
Off-board Artillery
Severe Weather
Terrain Mods
Scenario Requirements & Playability
Panzer Grenadier Base Game
Introduction

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

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.


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
  • Mechanized
Soviet Union Order of Battle
Army (RKKA)

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 484

Liberation 1944's Tiger movement and armor ratings are backwards. They should be Armor 7 and Movement 5.

(petermc on 2014 Feb 14)
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 (2)

Morale is all
Author G. K. Zhukov
Method Solo
Victor Germany
Play Date 2012-12-27
Language English
Scenario PaGr020

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.

0 Comments
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A Quick Play in the Deep Mud
Author ACav (Soviet Union)
Method VASSAL
Victor Germany
Participants treadasaurusrex
Play Date 2023-10-30
Language English
Scenario PaGr020

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.

1 Comment
2023-10-30 11:50

I concur with my worthy opponent on all his points made. This scenario is best played in SOLO mode.

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