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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A Dangerous Situation
Panzer Grenadier #35
(Attacker) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 18th Panzer Division
Soviet Union 1st "Moscow Proletarian" Motorized Rifle Division
Display
Balance:



Overall balance chart for PaGr035
Total
Side 1 0
Draw 1
Side 2 1
Overall Rating, 3 votes
5
4
3
2
1
3.33
Scenario Rank: --- of 940
Parent Game Panzer Grenadier
Historicity Historical
Date 1941-07-03
Start Time 11:00
Turn Count 24
Visibility Day
Counters 141
Net Morale 0
Net Initiative 1
Maps 3: 1, 2, 8
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 164
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Inflict Enemy Casualties
Meeting Engagement
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Panzer Grenadier Base Game
Introduction

ARMY GROUP CENTER: After capturing the Berezina bridge near Borisov, 18th Panzer Division drove for Orsha and the Dnieper River. Advancing to meet them came the 1st "Moscow Proletariat" Motorized Rifle Division, the showpiece unit of the Red Army of Workers and Peasants. Along the way the division picked up several tank training units. The elite division had to eliminate the German bridgehead; failure would mean disaster as the Dnieper line to the rear was poorly defended. The two formations met 6 miles west of Borisov.

Conclusion

After fierce fighting the Soviets withdrew. In these first days of the war, even an elite formation had trouble coordinating armor and infantry.


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
Soviet Union Order of Battle
Army (RKKA)
  • Motorized

Display Errata (9)

9 Errata Items
Scen 35

Delete "2x82mm" from the German OOB.

(rerathbun on 2012 Feb 21)
Scen 35

SSR indicates that an entry roll should take place but does not define what it is or how it should be conducted. I played this as 2d6 units could enter per turn based on similar rules for other scenarios, unit count, and turn count, but your guess is as good as mine.

(triangular_cube on 2017 Aug 06)
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 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 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 (1)

A Heck of a Fine Movement to Contact Battle, That Just Needs a Rewrite
Author treadasaurusrex (Soviet Union)
Method VASSAL
Victor Soviet Union
Participants Sonora
Play Date 2024-01-29
Language English
Scenario PaGr035

This was a 6-session, high maneuver, and very fun-to-play scenario with the hardworking & thoughtful, Sonora, handling elements of the fast-moving, 18th Panzer Division. I led the, suicidally-inclined elements of the Soviet 1st Motorized Division in what turned out to be a relatively wild, movement-to contact kinda game that needs a rewrite, but was a good time in play. We used the FOW, extended assault, excess initiative, tank riders, smoke/illum and consolidation optional rules, plus these two house rules: 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 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 these two house rules were well-suited to this scenario in shared online play.

Needless to say, this crazy, movement-to-contact was a costly affair for both sides with multiple loaded truck units being shot to pieces by the armored spearheads of both sides. The Germans quickly grabbed nearly all of the big town on Map 2 (west 1/3 of the battle map), and the Russians occupied the 5-hex town on Map 1, soon after. Two successful Luftwaffe air strikes eliminated a pair of Russians leaders and their accompnying towed artillery & infantry. Russian artillery support was pretty much useless in this game, though the T-34s and KV-1s were lethal to nearly everything in their paths. Even the contingent of BT-7s had a relatively good day setting up crossfires against Pz-IIIs on clear hexes and snoopy SPWs that the T-34s ate like popcorn. Throughout the scenario, the German side suffered from not enough infantry, or engineers and were forced try to hold town hexes with fragile towed artillery, or AFV's. The first 9 game turns mostly belonged to the boys from the Third Reich, but things changed dramatically when the Germans attempted to assail the smaller 5-hex town that the Russians had pretty-well fortified by that point. With more landser infantry the Axis side would have prevailed in this one.

Together, we threw more than 36, combat 7-die rolls. Nearly all at critical moments!

The final step losses in this shoot 'em up were: 29 Soviet steps and 5 leaders eliminated, the Germans lost 34 steps and 6 leaders. At the end, the Soviets controlled 9 of the 27 town hexes on the battle map, there were 3 still-contested, and the Germans held 15 - all in the largest town - resulting in a costly, Russian victory.

I give this one a generous rating of 4, since the "as published" scenario instructions need to be rewritten. We chose to let all our units on to the opposite edges of the battle map, at once, since the instructions and special rules were muddled and unclear. This made for a wild scramble to establish control over as many town hexes as soon possible on Maps 2 (22 town hexes) and 1 (5 town hexes). Much like the infamous, Oklahoma Settler Land rush!

In spite of its flawed writeup, we enthiusiastically recommend this one for both SHARED and SOLO play.

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