Teploye Panzer Grenadier #23 |
||
---|---|---|
(Attacker) Germany | vs | Soviet Union (Attacker) |
Formations Involved | ||
---|---|---|
Germany | 167th Volksgrenadier Division | |
Soviet Union | 6th Rifle Division |
|
Overall Rating, 4 votes |
---|
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. |
AFV Rules Pertaining to this Scenario's Order of Battle |
---|
|
4 Errata Items | |
---|---|
The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France. (plloyd1010
on 2015 Jul 31)
|
|
The morale and combat modifiers of German Sergeant #1614 should be "0", not "8". (Shad
on 2010 Dec 15)
|
|
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)
|
|
The reduced direct fire value in Kursk: Burning Tigers is 4-4. (plloyd1010
on 2015 Jul 31)
|
It Shouldn't Have Ended this Way | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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 |
Amen to the rewrite suggestion! And this is a harder pull for the Soviet side, so the more experienced player should play that side.