Excuses, Excuses Panzer Grenadier #44 |
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(Attacker) Germany | vs | Soviet Union (Defender) |
Formations Involved | ||
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Germany | 3rd Panzer Division | |
Germany | Kampfgruppe von Lewinski | |
Soviet Union | 217th Rifle Division |
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Overall Rating, 4 votes |
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1.5
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Scenario Rank: --- of 940 |
Parent Game | Panzer Grenadier |
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Historicity | Historical |
Date | 1941-10-04 |
Start Time | 14:00 |
Turn Count | 12 |
Visibility | Day |
Counters | 66 |
Net Morale | 0 |
Net Initiative | 2 |
Maps | 3: 1, 2, 8 |
Layout Dimensions | 84 x 43 cm 33 x 17 in |
Play Bounty | 139 |
AAR Bounty | 165 |
Total Plays | 3 |
Total AARs | 2 |
Battle Types |
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Delaying Action |
Exit the Battle Area |
Surprise Attack |
Conditions |
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Off-board Artillery |
Severe Weather |
Scenario Requirements & Playability | |
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Panzer Grenadier | Base Game |
Introduction |
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ARMY GROUP CENTER: As the German TYPHOON offensive continued, Kampfgruppe von Lewinski, formed from units of 3rd Panzer Division, moved east. Heavy rains had soaked the ground and the going was extremely difficult. As the kampf-gruppe approached the town of Dmitrovsk, deep mud all but halted the column while Soviet defenders barred the Germans' path. The 217th Rifle Division, formed three months before the start of the war, began the campaign under strength and by early October was down to one-fifth of its pre-war numbers. Even adding a regiment of workers' militia from Tula left the 217th ill-prepared to meet a German attack. |
Conclusion |
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The ground conditions worsened as the offensive continued and movement, especially vehicular movement, became all but impossible. Soviet resistance held the German advance, though German reports blamed their failure - both here and at many other points - solely on the weather. |
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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Here's mud in your eye, and wheels, and boots, and... | ||||||||||||
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This is a scenario when you can find out what it was like to have an overwhelming force never quite get into contact with the enemy because your vehicles can't move. On two turns (of twelve) none of my German motorized or mechanized units could move, on three others only an armored car could move. As most of the German force is mounted this represents a serious issue. The few foot units I had easily handled the roadblock on Board 8 but remained the forerunners of the entire force, throughout the scenario. Total motorized and mechanized movement points for the entire scenario were only 15 in aggreagate (not even two turns of normal movement) due to the mud. The Soviets never felt a need to address the German advance in any serious way, even though they lost five steps to the Germans 1. The goal was to keep the Germans on the board and the weather did that. The German infantry came into view on the last few turns and was hit by the OBA and disrupted. But at that point the scenario result was clear and additional movement simply wasn't going to be possible. This scenario is virtually impossible for the Germans to win given the rules for the motor/mech movement (roll two dice and subtract the total from the movement allowances). I suppose it might be interesting in a statistical manner if you played it a number of times, to see if the Germans can ever really get across the board even without a Soviet defense, but as a competitive scenario it fails. I give it a "2" only because I try not to give 1s and if there is any redeeming quality whatsoever then it gets a 2. In the case, understanding how terribly the mud held things up is worthwhile, sort of. To help the rules I would suggest that the German motor/mech movement is not reduced within the town which they have to traverse early in their movement. I noted that in EFDx the scenario is extended by 10 turns which would also help quite a bit. I believe that is the better one to play. |
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0 Comments |
Stuck in Place - Rasputitsa Strikes! | ||||||||||||||
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This was a frustrating, 4-session scenario for the stuck-in-the-mud German armor that spent most of the game, virtually immobile. A shame too, as I was playing the Tread-Rex, and I had all the tanks and greater firepower in this nonplaytested battle. This was a "stagger into contact" kind of game for my Germanic, firepower-heavy horde. The Russians just had to wait for my guys to get into range -- and they waited a long time, in this overlong scenario. Both sides drew poor leaders, though the Axis leaders were better than the Soviets. My opponent had great luck with his OBA that managed to kill off a large portion of my infantry force that could actually move. I lost a total of 13 steps, to the Soviet loss of 5, and my force got nowhere near exiting the required 7 steps. I agree with others AAR writers, that this scenario is nearly impossible for the Germans to win given the gamey rules for the motor/mech movement. Our suggestion is to avoid this awful battle in either solitaire or shared mode. A real, unbalanced dog of a game that I rate as a 1. This atrocity, really needs a rewrite to be playable by both sides. |
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0 Comments |