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!
High Water Mark
Panzer Grenadier #24
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 13th Panzer Division
Soviet Union 60th Rifle Division
Display
Balance:



Overall balance chart for PaGr024
Total
Side 1 3
Draw 0
Side 2 0
Overall Rating, 5 votes
5
4
3
2
1
3.4
Scenario Rank: 502 of 940
Parent Game Panzer Grenadier
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
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Terrain Mods
Scenario Requirements & Playability
Panzer Grenadier Base Game
Introduction

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

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.


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).
  • Open-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables, but DO take step losses from X and #X results (7.25, 7.41, 7.61, BT, DFT). If a "2X" or "3X" result is rolled, at least one of the step losses must be taken by an open-top AFV if present.
  • 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
  • Anti-Aircraft Weapon Carrier: apply a -1 modifier to an air attack if within three hexes of the targeted hex (15.14).
  • 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
  • Motorized
Soviet Union Order of Battle
Army (RKKA)

Display Errata (6)

6 Errata Items
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)
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 951

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

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 993

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (1)

Battle at Elkhotovo
Author treadasaurusrex (Soviet Union)
Method VASSAL
Victor Germany
Participants CavDo
Play Date 2023-11-14
Language English
Scenario PaGr024

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.

0 Comments
You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!
Page generated in 0.288 seconds.