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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Dog Day Afternoon
Panzer Grenadier #36
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 3rd Panzer Division
Soviet Union 269th Rifle Division
Display
Balance:



Overall balance chart for PaGr036
Total
Side 1 1
Draw 1
Side 2 1
Overall Rating, 4 votes
5
4
3
2
1
2.5
Scenario Rank: --- of 940
Parent Game Panzer Grenadier
Historicity Historical
Date 1941-09-30
Start Time 11:00
Turn Count 16
Visibility Day
Counters 79
Net Morale 0
Net Initiative 4
Maps 2: 2, 8
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 139
AAR Bounty 171
Total Plays 3
Total AARs 1
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Scenario Requirements & Playability
Panzer Grenadier Base Game
Introduction

ARMY GROUP CENTER: On the opening day of the Typhoon offensive designed to capture Moscow, the German 3rd Panzer Division had the village of Savarkov as its objective. Advancing across open ground, the attackers quickly reached the village. The Soviet defenders, although relatively few in number, stubbornly defended each building. So did their specially-trained explosive dogs.

Conclusion

The panzer grenadiers cleared the village with some difficulty. At one point a pack of dogs charged the German half-tracks parked in the town square. The Germans opened fire, killing all of them. Later the Germans discovered that each animal carried a two-pound explosive charge and detonator designed to explode when the dog crawled beneath a vehicle. As an experiment, the Red Army judged the "bomb dogs" a failure (they couldn't tell the difference between German and Soviet vehicles).


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).

Display Order of Battle

Germany Order of Battle
Heer
Soviet Union Order of Battle
Army (RKKA)

Display Errata (6)

6 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 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)

Nice to Play on a Table Again
Author Sonora (Germany)
Method Face to Face
Victor Draw
Participants treadasaurusrex
Play Date 2023-12-14
Language English
Scenario PaGr036

This was a fun to play but flawed scenario that needs a victory conditions rewrite. I fought a face-to-face battle with the redoubtable and cunning, Treadasaur, controlling the Soviet defenders. I managed to secure a draw as the attacking German player. Neither of us won outright, because to win, you have to control all 22 town hexes on Map board 2,. Neither of us could pull off that trick and the Soviets were one step short of their requirement to eliminate 9 steps of German troops. We both drew crapulent leaders and suffered senior leader decapitations - in fact - there were a combined total of 11 leaders killed or captured in this fight. Never have experienced so many leader losses, which including all 4 Soviet Lieutenants, 4 German Lieutenants, plus both side's commanding officers. We ignored the FOW, but used the excess initiative, smoke, strategic movement and extended assault rules.

This battle is better played as a solitaire battle, and it is poorly-designed, as written. We give this scenario a generous 2 and do not recommend it for shared play, no matter how much beer there is to drink!

2 Comments
2023-12-14 16:17

Yet, another nonplaytested, early example of a poorly-conceived scenario in need of an update & rewrite. Sonora is right about the beer, too! This one will drive a person to drink in SHARED play. Stick to SOLO mode if you give this dog a whirl.

2023-12-14 20:01

For some time I have wanted to play this scenario. Maybe I should rethink that..

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