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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28th Tank Attack
Panzer Grenadier #32
(Attacker) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 1st Infantry Division
Soviet Union 28th Tank Division
Soviet Union 56th Tank Regiment
Display
Balance:



Overall balance chart for PaGr032
Total
Side 1 3
Draw 1
Side 2 3
Overall Rating, 10 votes
5
4
3
2
1
2.6
Scenario Rank: 892 of 940
Parent Game Panzer Grenadier
Historicity Historical
Date 1941-06-23
Start Time 22:00
Turn Count 9
Visibility Night
Counters 65
Net Morale 0
Net Initiative 1
Maps 2: 2, 8
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 128
AAR Bounty 165
Total Plays 7
Total AARs 2
Battle Types
Inflict Enemy Casualties
Meeting Engagement
Urban Assault
Conditions
Off-board Artillery
Scenario Requirements & Playability
Panzer Grenadier Base Game
Introduction

NORTHWESTERN FRONT: The Soviet 28th Tank Division missed the fighting on the war's first day due to its starting position so far from the front. On the 22nd the division was ordered to move west and concentrate 70 kilometers southwest of Kelme. Constant air attacks harassed the moving columns and destroyed a number of vehicles. Late on the 23rd the division's lead elements launched an attack on the advancing enemy 1st Infantry Division.

Conclusion

The attack failed and by 0100 on the 24th the 28th Tank Division was retreating. Of the 300 light tanks the division possessed on the 21st of June, fewer than 100 remained.


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
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable

Display Order of Battle

Germany Order of Battle
Heer
  • Mechanized
Soviet Union Order of Battle
Army (RKKA)
  • Mechanized
  • 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 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 54

The movement allowance on the counters in Airborne is misprinted. It should be "3."

(rerathbun on 2012 Jan 30)
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)

Rat Fight in the Town
Author rerathbun
Method Solo
Victor Soviet Union
Play Date 2012-12-17
Language English
Scenario PaGr032

An updated version of this scenario is available at Eastern Front Deluxe Scenario 9.

It's a very short night meeting engagement scenario, with both sides trying to control a large town.

The Soviets started closer to the town, and got farther into it than the Germans to start. The Soviet tanks tried to chase down the lone StuGIIIb platoon, but the StuGs managed to take out half a platoon of the light tanks and retreat into cover in the town.

The Germans had the advantage in firepower since they were able to combine groups for Direct Fire (the Soviet leaders had no Combat bonuses at all). Even with their combined firepower however, they were unable to do much due to the night and the protection of the town. Neither side was able to inflict significant casualties with firepower alone and the battle came down to assaults. The Germans were forced to attack since they held fewer town hexes.

The Germans were able to do some serious damage to the defenders in the assaults, but the Soviets were able to commit enough reserves to keep the Germans from evicting them. In the end, the Soviets held ten town hexes to the Germans' eight (two were contested). Soviet Victory.

The Soviet light tanks aren't great, but they outnumber the German armor six-to-one and the StuGs can't afford to get pinned down anywhere. This means they can't really help out in the assaults. That and the short time limit makes this one tough for the Germans.

0 Comments
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Night Fight without Enough Troops
Author Tambu (Germany)
Method VASSAL
Victor Germany
Participants treadasaurusrex
Play Date 2024-03-19
Language English
Scenario PaGr032

This was a quick (2-sessions) and fairly intense meeting engagement in the dark. I doubt if anyone playtested this confused, all-or-nothing scenario that does not allow a draw - that this should have been. My skilled opponent led the Soviets and I had the inadequate, but stronger, German side. We fought for control of a large, 22-hex town, which the Soviets were fast to enter and try to secure. One of the sillier special rules we have encountered was that the Russian mortar may only fire on units it sees. This in a nighttime battle! Luckily we played with the smoke/illum, excess initiative, strategic movement optional rules. at least this his allowed the Soviet mortar to get off 3 whole shots and one illum launch! We ignored the FOW, since this is only a 9-turn fight on 2 maps. The Soviets had a miserable leader draw, and the Germans had much better leaders.

The Germans had slightly better luck in close assaults, and adjacent-hex firefights or this would have been a Russian win. All but two and a half of the Soviet tank platoons were eliminated. The German STGIII made the mistake of getting pinned in a close assault and was shot up by vengeful Soviet T-34s.

In the end, the Soviets held 9 town hexes to the German's 8 with five more still contested). The Germans eliminated more than 12 Soviet steps (14 in all), but the Russians accounted for 16 German steps. Since neither player achieved an outright win, the VCs give the victory to the Germans. Talk about a gamey and accidental way to win a tight game!

I give this scenario a generous rating of 2, and recommend it for SOLO play only. The limited number of turns makes this difficult for both sides, but then hands the game to the Germans on a technicality. The victory conditions need a rewrite, as this should have been a draw.

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