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 Brandenburgers
Panzer Grenadier #31
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 8th Panzer Division
Germany Brandenburg Detachment
Soviet Union 188th Rifle Division
Display
Balance:



Overall balance chart for PaGr031
Total
Side 1 2
Draw 0
Side 2 2
Overall Rating, 6 votes
5
4
3
2
1
3.17
Scenario Rank: 657 of 940
Parent Game Panzer Grenadier
Historicity Historical
Date 1941-06-26
Start Time 07:00
Turn Count 6
Visibility Day
Counters 36
Net Morale 1
Net Initiative 4
Maps 2: 3, 8
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 123
AAR Bounty 165
Total Plays 4
Total AARs 2
Battle Types
Bridge Control
Surprise Attack
Scenario Requirements & Playability
Panzer Grenadier Base Game
Introduction

ARMY GROUP NORTH: Spearheading the sneak attack on the Soviet Union, German "Brandenburg" commandos attempted to seize key locations. One such detachment, wearing Soviet uniforms and riding Soviet trucks, assaulted the bridge across the Daugava River at the town of Dvinsk.

Conclusion

The detachment reached the bridge, but an alert Soviet guard attempted to halt the second truck. The Brandenburgers did not wait and immediately attacked the bridge garrison. The tanks of 8th Panzer rushed to the bridge and assisted in its capture. The bridge guards, just arrived in their retreat from the front, had no orders to blow the bridge. The 8th Panzer Division continued toward Leningrad. The Brandenburgers suffered heavy casualties, almost all being wounded with their commander and five men killed.


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
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable
  • APC – Armored Personnel Carrier: These are Combat Units, but stack like Transports. They can transport personnel units or towed units. They are not counted as combat units for the +1 stacking modifier on the Direct Fire and Bombardment Tables (4.4). They may be activated by regular leaders and tank leaders (1.2, 3.34, 4.3, 5.43). They do not provide the +1 Assault bonus (ACC).
  • 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
  • Towed
Soviet Union Order of Battle
Army (RKKA)
  • Towed

Display Errata (5)

5 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 47

All SPW 251s have an armor value of 0.

(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 (2)

Identity Theft
Author Matt W
Method Solo
Victor Germany
Play Date 2012-09-06
Language English
Scenario PaGr031

A platoon of German special forces (the Brandenburgers of the title) dress up in Soviet uniforms and grab a couple captured Soviet trucks in order to run through the defenses around a bridge and capture the bridge before the Soviets have a chance to blow it up. The Soviets set up in a way to maximize their chances of finding the Germans before they get to the bridge (roll a six when they enter your hex and the Soviets figure out the deception). After five straight low rolls the Germans make it to the bridge, their supporting forces waiting patiently for the sign to begin moving.

The special forces throw off their deception and assault the Soviets at the bridge and tie them up, keeping them from blowing the bridge. Meanwhile the supporting forces race forward, disregarding the AT guns which can make mincemenat of many of the softly armored vehicles. Speed is of the essence as the objective is not only to take the bridge but also its approaches which are heavily defended.

Luckily for the Germans the approaches are heavily defended by faint hearted troops (morale 7/5) which run quite easily. As the armored vehicles shake loose of the defenders and approach the bridge the Brandenburgers finally dispatch the Soviet defenders entirely and capture the Soviet captain decapitating the force and leading to an easy river crossing on the next to final turn.

The play of this one was fun but the first activation of the Brandenburgers is the critical one. If they are found out prior to getting into the bridge hex this could be a tough one for the Germans to win. Normally if I enjoy the play this much I would give this a 4 but due to the heavy weight of that first activation on the final result I am holding myself back and only giving it a "3".

0 Comments
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Goofy and Gamey
Author Miguelibal (Germany)
Method VASSAL
Victor Soviet Union
Participants treadasaurusrex
Play Date 2023-08-10
Language English
Scenario PaGr031

What a peculiar scenario!

I agree with what other reviewers say about this silly, but fun, scenario. In our play-through, The Bosheviks got wind of what was going on very quickly and the jig was up as the bridge went up. An alert and aggressive Soviet opponent, make this one very hard for the Germans, if they don't get the drop on the Soviets at the very beginning.

This one may be the fiddly-est scenario I have ever played. If the Germans are not out-of-the-box immediately, they are likely doomed no matter what. This one is unsuited for SOLO play, but is flawed and should be rewritten to make it more competitive for shared play.

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