Vorontsovo III Panzer Grenadier #39 |
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(Defender) Germany | vs | Soviet Union (Attacker) |
Formations Involved | ||
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Germany | 16th Infantry Division | |
Soviet Union | 169th Rifle Division | |
Soviet Union | 47th Tank Division |
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Overall Rating, 3 votes |
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2.67
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Scenario Rank: --- of 940 |
Parent Game | Panzer Grenadier |
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Historicity | Historical |
Date | 1942-01-22 |
Start Time | 09:00 |
Turn Count | 28 |
Visibility | Day |
Counters | 71 |
Net Morale | 1 |
Net Initiative | 1 |
Maps | 3: 1, 2, 8 |
Layout Dimensions | 84 x 43 cm 33 x 17 in |
Play Bounty | 146 |
AAR Bounty | 171 |
Total Plays | 2 |
Total AARs | 1 |
Battle Types |
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Breakout |
Exit the Battle Area |
Inflict Enemy Casualties |
Scenario Requirements & Playability | |
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Panzer Grenadier | Base Game |
Introduction |
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SOUTHWEST FRONT: Following an unsuccessful attempt to break out on the 21st, the Soviet force surrounded east of Kharkiv attacked again on the 22nd in a desperate attempt to regain friendly lines. Though the Soviets suffered from a lack of supplies, the Germans also had gotten little help in the interim. |
Conclusion |
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Aided by the heavy snow, the Soviets smashed the German battalion trying to stand in their path. Panicked Germans ran from their positions, while exhausted Soviet riflemen and tankers staggered into their own lines. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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6 Errata Items | |
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The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France. (plloyd1010
on 2015 Jul 31)
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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)
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The morale and combat modifiers of German Sergeant #1614 should be "0", not "8". (Shad
on 2010 Dec 15)
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All SPW 251s have an armor value of 0. (Shad
on 2010 Dec 15)
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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)
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The reduced direct fire value in Kursk: Burning Tigers is 4-4. (plloyd1010
on 2015 Jul 31)
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Bloody Movement to Contact Costs the Soviets | ||||||||||||||
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This too long, 28-turn, snowy battle took us 5-sessions to complete. Reconquista boldly led the attacking Russian force seeking a breakthrough, and I played the defending. mixed-morale German side. Fortunately, there was just enough armor to keep things exciting in this rather dull & sluggish scenario that the Axis ended up winning in what seemed like slow motion. We used the FOW, excess initiative, smoke/illum, tank riders and extended assault optional rules. Both sides drew middling leaders, and the Soviets really could have used a Komissar or two in the counter mix. The Russians poured across the board using a broad front approach aiming to get at least 25 steps off the east edge. The leading edge of this advance had little trouble clearing Map 2 and driving the forward elements of the Germans back. This came at a relatively high cost (18 steps) for the Soviets as they moved east, since the first Germans step loss did not occur until game turn 10. Multiple morale crises occurred as the Russian stacks got into decisive range on Map 1, along with a number of successful armor piercing crossfires that eliminated all but 2 platoons of T-34 tanks. Russian reinforcements did arrive on 2 widely-separated game turns, but by the time that the dice fates decreed their arrival, it was too late for them to substantially bolster the Russians advance. Both sides suffered senior leader decapitations, that caused quite a bit of havoc and confusion among the leading elements of the Bolshevik horde. Some demoralized Soviet units reman in that condition for the entire scenario, including the BT-7 light tank platoon! Oddly, the 7-step contingent of reduced German units proved remarkably resilient and fierce - much more so than the full-strength landser platoons. Axis counterattacks began in earnest during game turn 20, which spelled doom for the original batch of Soviet units. The final step losses were: 16 & 2 leaders for the Germans, and 31 for the Soviets & 3 leaders. Only 17 steps of Russians were able to exit the battle map as time ran out. We think that this scenario is probably best saved for SOLO play, as it is very frustrating and slow to play in SHARED mode. I give this one a generous rating of 3. |
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1 Comment |
I concur.
Sadly, the Soviet approach march was too costly and probably cost them the win in this very frustrating and poorly play tested scenario. The victory conditions should be rewritten.