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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Vorontsovo I
Panzer Grenadier #37
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 16th Infantry Division
Soviet Union 169th Rifle Division
Soviet Union 47th Tank Division
Display
Balance:



Overall balance chart for PaGr037
Total
Side 1 1
Draw 0
Side 2 1
Overall Rating, 3 votes
5
4
3
2
1
2
Scenario Rank: --- of 940
Parent Game Panzer Grenadier
Historicity Historical
Date 1942-01-18
Start Time 08:00
Turn Count 18
Visibility Day
Counters 76
Net Morale 0
Net Initiative 1
Maps 3: 1, 2, 8
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 144
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Surprise Attack
Urban Assault
Conditions
Entrenchments
Off-board Artillery
Severe Weather
Terrain Mods
Scenario Requirements & Playability
Panzer Grenadier Base Game
Introduction

SOUTHWEST FRONT: With the invaders reeling from both the harsh winter weather and the ferocious Soviet resistance, the Red Army counterattacked the Germans all along the front. At the boundary of two German army groups, the Soviets sent forward a tank-infantry force to take advantage of command confusion.

Conclusion

The Soviet tank-infantry teams broke through the German line and overran the service and support units behind the front. While German commanders dithered and argued over responsibility for stopping the attack, the Soviets rushed to liberate Kursk.


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
  • 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)
  • Mechanized
  • Motorized

Display Errata (4)

4 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 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 (1)

Catastrophic Soviet Breakthrough
Author treadasaurusrex (Germany)
Method VASSAL
Victor Soviet Union
Participants Tankodactyl
Play Date 2023-01-18
Language English
Scenario PaGr037

This was a disasterous 3-session play-through for the hapless German defenders that were crushed by the combined arms onslaught ably led by my opportunistic & flexible rookie opponent. I played the nearly helpless German side in this unbalanced, 18-turn scenario. Both sides had poor leader draws, and we played with the FOW, excess initiative, consolidation and extended assault optional rules. There were 6 FOW-shortened game turns, out of 18 in our play through. A combined total of 15 utterly fruitless combat 7-die rolls were thrown in the 3 sessions that we played.

Everything that could possibly go wrong for the defending Axis side occurred in this play-through. The Soviets poured through the German lines inflicting casualties left and right from game turn 3, on. All Soviet close assaults were successful and no German counter attacks succeeded.

This one is best played as a SOLO engagement as there is comparative little that the Axis player can do to stem the fast-moving Russian tide with the inadequate resources available. This one got a very generous 2 from me, only because of the fun we had. It was clearly not play tested for balance, but is likely a historically accurate conflict simulation.

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