Sneak Attack Panzer Grenadier #40 |
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(Attacker) Germany | vs | Soviet Union (Defender) |
Formations Involved | ||
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Germany | 505th Infantry Regiment | |
Germany | Heer | |
Soviet Union | 67th Rifle Division |
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Overall Rating, 9 votes |
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2.22
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Scenario Rank: 925 of 940 |
Parent Game | Panzer Grenadier |
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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 |
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Exit the Battle Area |
Inflict Enemy Casualties |
Surprise Attack |
Conditions |
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Off-board Artillery |
Scenario Requirements & Playability | |
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Panzer Grenadier | Base Game |
Introduction |
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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 |
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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 |
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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. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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5 Errata Items | |
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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)
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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 morale and combat modifiers of German Sergeant #1614 should be "0", not "8". (Shad
on 2010 Dec 15)
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The movement allowance on the counters in Airborne is misprinted. It should be "3." (rerathbun
on 2012 Jan 30)
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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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Tradition! Sometimes older is wiser |
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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 |
A surprise in the night |
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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 |
Self-Abuse on the Battlefield |
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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 |
Situation Hopeless... | ||||||||||||||
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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. |
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0 Comments |
Will you be replaying many of the EFD v PG crossover scenarios ?
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.