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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Sneak Attack
Panzer Grenadier #40
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 505th Infantry Regiment
Germany Heer
Soviet Union 67th Rifle Division
Display
Balance:



Overall balance chart for PaGr040
Total
Side 1 8
Draw 0
Side 2 0
Overall Rating, 9 votes
5
4
3
2
1
2.22
Scenario Rank: 925 of 940
Parent Game Panzer Grenadier
Historicity Historical
Date 1941-06-22
Start Time 05:00
Turn Count 6
Visibility Day
Counters 47
Net Morale 2
Net Initiative 4
Maps 2: 2, 8
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 123
AAR Bounty 153
Total Plays 8
Total AARs 4
Battle Types
Exit the Battle Area
Inflict Enemy Casualties
Surprise Attack
Conditions
Off-board Artillery
Scenario Requirements & Playability
Panzer Grenadier Base Game
Introduction

ARMY GROUP NORTH: The German 505th Infantry Regiment (291st Infantry Division) began the unprovoked invasion of the Soviet Union with an early morning attack on the defensive positions of the Soviet 67th Rifle Division's 114th Rifle Regiment near Vindava. Already understrength and not fully mobilized, most of the division's troops were defending the naval base at Liepaja. The Germans struck the thin Soviet border defenses, with orders to break through quickly and attack the naval base.

Conclusion

The Germans pushed through the Soviet defenses and drove on the Liepaja. Scattered across many kilometers and badly led, the 114th Regiment had little chance of holding its line, but the rest of the division fought furiously to hold the vital naval base.

Additional Notes

G2 note: No idea who the 114th Rifle Regiment is, it does not appear an any of my lists, or come up in a search. The 67th Rifle Division consisted of the 9th, 452nd, 719th Infantry Regiments, and the 3rd Artillery Regiment. So the Soviet formation moved to the higher echelon.


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.
  • 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)

Display Errata (5)

5 Errata Items
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 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 (4)

Tradition! Sometimes older is wiser
Author Matt W
Method Solo
Victor Germany
Play Date 2012-09-05
Language English
Scenario PaGr040

This scenario was redone in Eastern Front Deluxe as scenario #2 with the same name. The primary difference in that scenario was to provide an extra 10 turns for the Germans to accomplish their task (exit the board). One has to wonder if that was a typo. At 6 turns the task of scattering the defenders and moving sufficient force off the board is certainly not too difficult for the Germans (I ended up with 12 units exiting, thus winning one and a half times...) but it is not the ludicrous mess the Eastern Front scenario was.

This actually was competitive as a scenario as the Germans actually do have to blast through the Soviets and several die rolls matter (e.g. Fog of War, Soviet morale checks, etc.). I mention above that I won handily as the Germans but I did not mention that as of the end of turn 5 I had NO Germans off the board and had lost a step. The way was completely open for the exit but with a little better morale check rolling by the Soviets this could have been even closer.

If you have played Eastern Front Deluxe scenario #2 and have avoided playing this one because it sounds the same and the EF version is broken, try it out. It is quick (6 tuns) and a good deal more entertaining than the "new and improved" version. Nice at my age to verify that sometimes older is better. I give it a "4".

2 Comments
2012-09-05 12:48

Will you be replaying many of the EFD v PG crossover scenarios ?

2012-09-05 13:47

I will probably do so. Same thing with Edelweiss, Arctic Front, Airborne and Heroes/Red Warriors. I don't feel as though it is fair to say that I have played something listed in both places unless I have played it in both places...

I decided to play this one as an indication of my willingness to subject myself to the worst balanced scenario I have seen in PG and was VERY pleasantly surprised. Granted, a bunch will be awful (e.g. three versions of Airborne) but some will provide me with a different insight. Plus, I've gotten better at playing the darn thing so I think some of the difference will be me.

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A surprise in the night
Author Coniglius
Method Solo
Victor Germany
Play Date 2015-03-31
Language English
Scenario PaGr040

This is a good introductory scenario for someone either just learning to play PG, or someone looking to refresh themselves after a long hiatus.

The Germans launch their attack on the first day of the Russian Campaign against a completely unprepared and unaware foe. The Russians are scattered and lacking in most of the necessities of war (Leadership, armor, artillery, air support, transport). Essentially, the Germans need to clear a path with which to exit their units and move on to a larger scope of the campaign, while the Russians must hold/delay the inevitable. In my opinion, even the most seasoned of Russian players would have a difficult time containing the German assault.

Most of the German units slipped past the Russian defenses unnoticed and unmolested. A strong screening force, supported by OBA and the armored car systematically reduced the few Russian positions. Bombardment, followed by close in direct fire, left the Russians demoralized and reduced, and ripe for a final assault. Half of the Russian OOB was destroyed in this manner, while the rest was too far away and too slow to respond. Some lucky Russian mortar fire succeeded in causing various disruptions to the German advance, but superior German leadership and morale quickly overcame these setbacks, and allowed the advance to resume.

Again, a good scenario with which to learn/refresh on the mechanics of the system, but a bit of a yawn for the Russian player. Same scenario as Eastern Front scenario #02.

0 Comments
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Self-Abuse on the Battlefield
Author RaffertyA
Method Solo
Victor Germany
Play Date 2016-03-13
Language English
Scenario PaGr040

Good introductory solo scenario, but only for that. Stylized Soviet set-up and excessively generous number of turns make this a German walkover with little historic interest.

0 Comments
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Situation Hopeless...
Author RaffertyA (Soviet Union)
Method Face to Face
Victor Germany
Participants unknown
Play Date 2016-07-13
Language English
Scenario PaGr040

Why have a Scenario Special Rule that the Germans lose 1 Initiative Point for each 4 steps lost when they lose the scenario if they even lose 3 steps? This is a 'walkover' scenario that the German won on turn 4 (of 6). Final score was 13 units exited from the map with no step losses and with 4 Russian unit steps and 1 Leader lost. The remainder of the Russians were Demoralized.

Only useful as a training scenario for the core (non-AFV) rules. A surprising numbers of questions do come up that are addressed in the rules so nuances get resolved before larger scenarios are attempted. The Germans win easily; in fact, all of the Victory Conditions units could probably just infiltrate past all of the Soviets without ever firing a shot. Only the artillery would be used to possibly soften up a corridor. Even under this approach it would take lucky Soviet shooting to win.

0 Comments
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