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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State Farm 861
Panzer Grenadier #22
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 22nd Panzer Division
Soviet Union 15th Guards "Mozyr & Lubin" Cavalry Division
Soviet Union 8th Independent Anti-Tank Battalion
Display
Balance:



Overall balance chart for PaGr022
Total
Side 1 2
Draw 0
Side 2 1
Overall Rating, 4 votes
5
4
3
2
1
2.25
Scenario Rank: --- of 940
Parent Game Panzer Grenadier
Historicity Historical
Date 1942-11-22
Start Time 10:30
Turn Count 18
Visibility Day
Counters 66
Net Morale 1
Net Initiative 2
Maps 2: 2, 3
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 136
AAR Bounty 171
Total Plays 3
Total AARs 1
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Randomly-drawn Aircraft
Severe Weather
Terrain Mods
Scenario Requirements & Playability
Panzer Grenadier Base Game
Introduction

SOUTHWEST FRONT: Soviet cavalrymen followed the armored spearheads shredding the Axis lines west of Stalingrad, exploiting the gaps in the line to devastate rear area units. Confused German counterattacks finally got underway from the 22nd Panzer Division, one of the worst units in the Axis order of battle. But even incompetent divisions can have their day.

Conclusion

The Soviet horsemen repelled the German tank attack, and Soviet artillery wrought havoc on the German soft vehicles. The Germans left 600 casualties and 150 prisoners behind, along with 27 burning tanks and 60 wrecked trucks. The Soviet cavalry, only slightly better coordinated, failed to pursue.


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

Display Errata (5)

5 Errata Items
Scen 22

SSR and VCs conflict over the existence of the town on board 2. I played with the town not existing, and errated the VC to refer to the town on board 3. I dont know if that was right but it made the most sense to me based on the scenario intro and conclusion : /

(triangular_cube on 2017 Jun 03)
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 993

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (1)

Another Early PG Scenario in Need of a Rewrite
Author CavDo (Germany)
Method VASSAL
Victor Soviet Union
Participants treadasaurusrex
Play Date 2023-11-06
Language English
Scenario PaGr022

I gave this mess a generous 2, becauise it was fun to play. As others have noted in the errata, the victory conditions and special rules are not congruent in this unbalanced and poorly-designed scanario. I played the attacking German side in the 4-session play through with the Treadasaurus as the Soviet player. It turns out that it is much harder to play the Axis side in what we thought would be straightforward scenario with a lot of clear terrain and room for maneuver. Instead, thanks to Rasputitisa mud, this was a bit of a slog that ended in a bloody, German defeat.

Suggest that this one is best played in solitaire mode. Not at all suited for shared online play.

1 Comment
(edited 2023-11-06 14:29)

I heartily concur with this succinct, AAR and CavDo's conclusions for this early PG series scenario. It could certainly use a rewrite. We flipped a coin to determine the sides to play, and I was lucky to get the Soviet Cavalry outfit that could at least move quicker in the mucky snow & mud than those darn Pz-IVs.

We thank triangular_cube for his erratum note on this one. A better bet for SOLO play only.

It's hard to take and hold a nonexistent town on Map 2 as called for in the VCs when the special rules say to ignore all town hexes on that Map board. The scenario designer must have meant the small town on Map 3.

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