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!
The Yelnia Salient
Panzer Grenadier #21
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 485th Infantry Regiment
Soviet Union 149th Rifle Division
Display
Balance:



Overall balance chart for PaGr021
Total
Side 1 1
Draw 0
Side 2 1
Overall Rating, 3 votes
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Panzer Grenadier
Historicity Historical
Date 1941-07-25
Start Time 10:30
Turn Count 24
Visibility Day
Counters 91
Net Morale 1
Net Initiative 2
Maps 4: 1, 2, 3, 8
Layout Dimensions 112 x 43 cm
44 x 17 in
Play Bounty 155
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Breakout
Inflict Enemy Casualties
Conditions
Off-board Artillery
Reinforcements
Scenario Requirements & Playability
Panzer Grenadier Base Game
Introduction

WEST FRONT: With German armor ordered south to cut off Soviet troops around Kiev, infantry divisions hurried forward to relieve the tanks of Panzer Group Guderian in the Yelnia Salient. On their way to relieve the 10th Panzer Division, two battalions of the 263rd Infantry Division were surrounded and hit hard by the Soviet 149th Rifle Division, a unit with its organic close support tank battalion intact and plentiful artillery support.

Conclusion

The Soviet attack mauled the surprised Germans. Older officers on both sides, veterans of the First World War, called the fighting around Yelnia the most intense they had ever seen. The Soviet soldier had served notice that this would be no quick blitzkrieg campaign.


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

Display Errata (4)

4 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 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)

Heavy German Casualties in the Nonplaytested, but Exciting Fight
Author treadasaurusrex (Soviet Union)
Method VASSAL
Victor Soviet Union
Participants PANISTA
Play Date 2023-11-03
Language English
Scenario PaGr021

Not a lot to say for this unplaytested, poorly designed, unbalanced scenario. My worthy opponent played the attacking German side with no armor, or OBA, and a very long-way to go to exit units in this 4-map scenario. The victory conditions are in clear need of a rewrite as it is relatively easy for the Soviets to win by simply inflicting casualties, pinning enemy units, and clearing Maps 1 and 8 of Axis units. This in spite of the Soviet's usual poor morale & leaders - providing that the PG Fates are on their side - and the German side has trouble sequencing its attacks. There were, a shocking, 11 FOW-shortened game turns that substantially aided the defending Red Army side, who also benefited from numerous, excellent morale recovery and adjacent-hex die rolls. The Russians won this one as the landser's broad-front offensive bogged down against the forward-deployed elements of the 149th Rifle Division. Soviet armor and OBA made relatively quick work of the few German units that squeezed through & tried to exit the west edge.

This one should probably be reserved for SOLO play only. I give it a generous 2.

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