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
Errors? Omissions? Report them!
Excuses, Excuses
Panzer Grenadier #44
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 3rd Panzer Division
Germany Kampfgruppe von Lewinski
Soviet Union 217th Rifle Division
Display
Balance:



Overall balance chart for PaGr044
Total
Side 1 0
Draw 0
Side 2 3
Overall Rating, 4 votes
5
4
3
2
1
1.5
Scenario Rank: --- of 940
Parent Game Panzer Grenadier
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
Delaying Action
Exit the Battle Area
Surprise Attack
Conditions
Off-board Artillery
Severe Weather
Scenario Requirements & Playability
Panzer Grenadier Base Game
Introduction

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

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.


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.
  • 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
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable
  • APC – Armored Personnel Carrier: These are Combat Units, but stack like Transports. They can transport personnel units or towed units. They are not counted as combat units for the +1 stacking modifier on the Direct Fire and Bombardment Tables (4.4). They may be activated by regular leaders and tank leaders (1.2, 3.34, 4.3, 5.43). They do not provide the +1 Assault bonus (ACC).
  • 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)
  • Towed

Display Errata (6)

6 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 486

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)
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 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)
Overall balance chart for 532

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)
Overall balance chart for 951

The reduced direct fire value in Kursk: Burning Tigers is 4-4.

(plloyd1010 on 2015 Jul 31)

Display AARs (2)

Here's mud in your eye, and wheels, and boots, and...
Author Matt W
Method Solo
Victor Soviet Union
Play Date 2012-11-24
Language English
Scenario PaGr044

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.

0 Comments
You must be a registered member and logged-in to post a comment.
Stuck in Place - Rasputitsa Strikes!
Author Tankodactyl (Germany)
Method VASSAL
Victor Soviet Union
Participants treadasaurusrex
Play Date 2024-03-27
Language English
Scenario PaGr044

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.

0 Comments
You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!
Page generated in 0.292 seconds.