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!
Teploye
Panzer Grenadier #23
(Attacker) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 167th Volksgrenadier Division
Soviet Union 6th Rifle Division
Display
Balance:



Overall balance chart for PaGr023
Total
Side 1 1
Draw 0
Side 2 2
Overall Rating, 4 votes
5
4
3
2
1
3.25
Scenario Rank: --- of 940
Parent Game Panzer Grenadier
Historicity Historical
Date 1941-11-22
Start Time 13:00
Turn Count 20
Visibility Day
Counters 72
Net Morale 1
Net Initiative 1
Maps 4: 1, 2, 3, 8
Layout Dimensions 112 x 43 cm
44 x 17 in
Play Bounty 148
AAR Bounty 171
Total Plays 3
Total AARs 1
Battle Types
Inflict Enemy Casualties
Meeting Engagement
Rural Assault
Urban Assault
Conditions
Off-board Artillery
Reinforcements
Scenario Requirements & Playability
Panzer Grenadier Base Game
Introduction

ARMY GROUP CENTER: As the German 167th Infantry Division pushed east, its lead elements ran into the Soviet 6th Rifle Division marching west. The advance elements of the two formations met near the town of Teploye.

Conclusion

The Soviet 6th Division proved ill-prepared to meet opposition and was badly handled by the Germans. Over the next several days a Soviet cavalry division followed by a number of rifle divisions and a tank brigade halted the German advance.


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)
  • 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
  • Motorized
Soviet Union Order of Battle
Army (RKKA)
  • Motorized
  • 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 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 951

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

(plloyd1010 on 2015 Jul 31)

Display AARs (1)

It Shouldn't Have Ended this Way
Author ACav (Germany)
Method VASSAL
Victor Soviet Union
Participants treadasaurusrex
Play Date 2023-11-12
Language English
Scenario PaGr023

This ancient, 20-turn scenario from the original PG game was played over 5-sessions with my defending Germans getting beaten in what was looking like a walk-off, draw until the normally-feeble,Soviet cavalry and armored cars got behind my lines around the 12th turn. The Tredasaurus was the Russian player, who outdeployed and out-maneuvered what I thought was a good defense in this movement to contact on steroids.

We both drew pretty bad leaders to begin this confusing and bloodyy, 4-map battle. I did not like the special rule that made us bring our guys on the battlemap in what my fast-shooting opponent called "piecemeal fashion. In our play through, most of the Germans did not arrive on the map until after the 6th turn! By then, most of the Russians were on the opposite side of the map and were alreday starting to fix and flank my forward troops. The high point for the Soviets was bagging my Stug III on the 8th turn when I pushed it too far forward, without enough infantry support. My high point was a couple of lucky OBA strikes when the Russiane were stil spread out on the road. As usual, the Russians were losing lots of combat power to morale failures, but they had very good luck with iniative die rolls. I lost track of how many combat 7-die rolls we both threw, but I think that I had the edge in that category. I know that I had much worse luck in combat die rolls and in morale recoveries. We had 6 FOW-shortened turns out of 20. Oh, and we played with the consolidation, FOW and excess initiative optional rules, but overall, my side lost way more steps, mostly in 3-stack close assaults, than the Russians. They lost more steps in adjacent-hex fire fights than I did, and I thought that we would draw this one until my side got decapitated when the senior boss got killed, in a cavalry charge diring turn 15.

This one was closer than it looked and might have gone to a draw if we had not both picked the: inflict casualties, victory condition. The Russians did completely clear 2 of the map boards, but the Germans lost over 26 steps, to only 14 Russian steps. We both think that this one is okay to play in solitaire or shared play, but that the special rules and victory conditions need a rewrite.

1 Comment
2023-11-12 17:23

Amen to the rewrite suggestion! And this is a harder pull for the Soviet side, so the more experienced player should play that side.

You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!
Page generated in 0.26 seconds.