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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The Bridge
Panzer Grenadier #26
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 126th Artillery Regiment
Germany 126th Engineer Battalion
Soviet Union 2nd Tank Corps
Soviet Union 85th Guards Rifle Division
Display
Balance:



Overall balance chart for PaGr026
Total
Side 1 3
Draw 0
Side 2 0
Overall Rating, 4 votes
5
4
3
2
1
2.75
Scenario Rank: --- of 940
Parent Game Panzer Grenadier
Historicity Historical
Date 1941-07-14
Start Time 15:00
Turn Count 12
Visibility Day
Counters 41
Net Morale 0
Net Initiative 1
Maps 2: 3, 8
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 127
AAR Bounty 165
Total Plays 3
Total AARs 2
Battle Types
Bridge Control
Conditions
Reinforcements
Scenario Requirements & Playability
Panzer Grenadier Base Game
Introduction

NORTHWESTERN FRONT: As the Germans advanced deeper into the Soviet Union, their units often became strung out and dispersed. Fresh Soviet divisions from the STAVKA reserves could take advantage of this overconfidence, catching the invaders unaware and inflicting defeats on them. Near the city of Orsha, the 118th Rifle Division joined with a few small armored detachments in one such attack.

Conclusion

The Soviets failed to achieve surprise, and German artillery drove off their tank support. On the following morning German reinforcements drove back the 118th Rifle Division, and by late August the unit had lost all effectiveness after less than two months of combat.


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

Display Errata (4)

4 Errata Items
Overall balance chart for 2

Two 105mms (ID#s 1204, 1205) have "16-31" fire values in black (direct fire), when they should be in white (indirect fire).

(Shad on 2010 Dec 15)
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 951

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

(plloyd1010 on 2015 Jul 31)

Display AARs (2)

Laugher turns nail biter
Author Matt W
Method Solo
Victor Germany
Play Date 2012-09-08
Language English
Scenario PaGr026

A Soviet battalion supported by a company of KVs approaches a bridge held by a company of engineers who receive three batteries of 105s as reinforcements. The Soviets have a variable entry roll with the quickest being the least likely, the most exposed the most likely and the other hidden by a stretch of woods.

The Germans start out with only the bridge guard on board, a company of engineers supported by HMG, 20mm, and 37mm (fat lot of good they'll do against the KVs...) weapons. The Sovets ponderously move forward with the infantry conforming their "speed" with the slower KVs (no road) and HMGs. This gives the Germans the time to get the 105s on board and set up.

The Soviet leaders bring their units into contact and are immediately thrown back with disruptions and demoralizations. One assault does go in against an ENG platoon but after some German reinforcements is thrown back. Meanwhile the 105s manage to get some hits on the Soviet tank leader who demoralizes and removes himself from the scene.

At this point in the play it seems as though this will be a simple, straightforward German win with the Soviets never even getting a sniff of the bridge. Obivously something else happened...

The Germans had taken a bit of a risk to move some support to the assaulted hex in order to turn that back. This left a hole in the defensive ring around the bridge which a single Soviet INF platoon took advantage of. Despite ahving three separate M and M1 checks on the way with no leader present the INF made it to the bridge and survived two turns of 18+ assaults and ended the game on the bridge but not in control of it. The KVs which had been stranded could not advance but kept up a withering DF on the German HMG and 20mm eventually killing the German Colonel )a 10-2-2!) and decapitating the Germans towards the end of the game.

Honestly I don't see how the Soviets will win this one but my play of it was certainly entertaining. I give it a "3".

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Beware - SOLO play only for the Unplaytested Scenario
Author treadasaurusrex (Soviet Union)
Method Face to Face
Victor Germany
Participants Sonora
Play Date 2023-04-12
Language English
Scenario PaGr026

This was a refreshing change of pace - we played this scenario on an actual table at my home in 2 longish sessions. I was played the hapless Soviets, and the dauntless & stimulating, Sonora, played the ultimately successful German commander. We used the FOW, Smoke/illum, consolidation and excess initiative optional rules. There were 6, very disheartening, FOW-shortened turns in our 12-turn play-through. Together we threw SIXTEEN, combat 7-die rolls. the Germans drew a good set of leaders, the Soviet leader draw was awful.

This fight started out with the Bolsheviks getting the worst possible - most exposed - of the three potential entry points, where they were under fire from the get go. Another entry point might have turned this one into a slightly better opportunity for the Soviets. German artillery was deadly through out this fiasco. At times it looks like the Soviet KV-1 platoons might have been enough to ensure a win in combined arms attacks, but this was not to be. However, it was great fun using these mighty tanks to eliminate the nasty AT & AA guns that supported the German pioneer contingent at the doggone bridge. This was until all the German 105mm artillery units moved into range and began slowly decimating the Soviet infantry formations, stunning the heavy tanks, and killing their leaders. The vicinity of the bridge hex was hotly-contested for most of our play-through. There was very little room for maneuver and Russian converging attacks were repeatedly discombobulated. Both sides suffered senior leader decapitations during game turns 9-10, which provide a short-lived glimmer of hope for the Soviets. The Germans were too strong to overcome in the end. Call this one a hard-fought, but-well-played, German victory.

This one is simply too unbalanced for the Russian Commies to have a realistic chance of winning. I suggest that this is best played in SOLO and not in SHARED mode. It was fun to play face-to-face with a challenging opponent, but it only gets a generous 2, from me in shared play.

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