High Water Mark Panzer Grenadier #24 |
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(Attacker) Germany | vs | Soviet Union (Defender) |
Formations Involved | ||
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Germany | 13th Panzer Division | |
Soviet Union | 60th Rifle Division |
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Overall Rating, 5 votes |
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3.4
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Scenario Rank: 502 of 940 |
Parent Game | Panzer Grenadier |
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Historicity | Historical |
Date | 1942-09-19 |
Start Time | 08:00 |
Turn Count | 18 |
Visibility | Day |
Counters | 105 |
Net Morale | 1 |
Net Initiative | 1 |
Maps | 4: 1, 2, 3, 8 |
Layout Dimensions | 86 x 56 cm 34 x 22 in |
Play Bounty | 156 |
AAR Bounty | 171 |
Total Plays | 3 |
Total AARs | 1 |
Battle Types |
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Urban Assault |
Conditions |
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Off-board Artillery |
Randomly-drawn Aircraft |
Terrain Mods |
Scenario Requirements & Playability | |
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Panzer Grenadier | Base Game |
Introduction |
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ARMY GROUP A: In the broad valley of the Terek River the Axis advance into the Soviet Union made one of its deepest penetrations. At Elkhotovo - northern endpoint of the only two highways crossing the Caucasus ridgeline - the Germans threw their panzers into a desperate attempt to clear the key crossroads. |
Conclusion |
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The 60th Rifle Brigade proved to be no match for the battle-tested German panzers. The German attack cleared the Soviet riflemen from their positions and pushed them into the foothills of the Sunza Range. Reinforcements came up to fill in the resulting gap, and the Germans made no further progress in their drive to Asia. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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6 Errata Items | |
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Scen 24 |
There is a problem in the Soviet setup as published, which calls for the placement of a: 1xHQ 7/5. Not knowing what in the world that is, we substituted an additional Soviet HMG platoon, bringing their total for that units to 7. (treadasaurusrex
on 2023 Nov 14)
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The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France. (plloyd1010
on 2015 Jul 31)
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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)
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The morale and combat modifiers of German Sergeant #1614 should be "0", not "8". (Shad
on 2010 Dec 15)
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The reduced direct fire value in Kursk: Burning Tigers is 4-4. (plloyd1010
on 2015 Jul 31)
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Kommissars never get morale or combat modifiers. Ignore misprints. (Shad
on 2010 Dec 15)
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Battle at Elkhotovo | ||||||||||||||
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This was a 5-session play-through, of a 18-game turn scenario with the clever & determined, CavDo, leading a combined arms German invaders of the 13th Panzer Division in a desperate attack on a strategic town on a 4-map battlefield. I played the fragile-morale, Russian defenders of the 60th Rifle Brigade clustered around a 22-hex town & critical road junction in the Caucasus. Both sides drew middling leaders, and we used the consolidation, smoke/illum, excessinitiaitive and extended assault optional rules. We ignored the defense-favoring, FOW rule in this relatively short scenario, and experimented with these 2 house rules: 1) Road Movement for Mechanized & Foot Units All FOOT & MECHANIZED units may move on roads at the rate of 1/2 a Movement Point (MP) per road hex, just like MOTORIZED units, and 2) Standardized Movement for Mechanized Units All mechanized units may move through clear hexes at a movement cost of only 1 movement point (MP) per hex, instead of 1 1/2. Add one to this cost if moving up, across, or down slopes hexes. We felt that the use of these two house rules significantly eased & improved game flow. They also lessened the horror of my having to play the side without any armor There is a problem in the Russian setup that calls for the placement of a: 1xHQ 7/5. Not knowing what in the world that is, we substituted an additional Soviet HMG platoon, bringing their total to 7. This fight eventually resulted in a costly German victory as the final pair if town hexes were taken on the very last turn! Total step losses for the Soviets was 22 and 4 leaders, against a nearly-overwhelming Axis step loss of 37 and 5 leaders, in what proved a fiercely-contested battle for control of the large town of Elkhotovo. This was a relatively balanced match with many decision points that we recommend for either SOLO or SHARED play. |
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