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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The Snail Offensive
Panzer Grenadier #47
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 6th Panzer Division
Soviet Union 22nd Guards Rifle Division
Display
Balance:



Overall balance chart for PaGr047
Total
Side 1 1
Draw 0
Side 2 1
Overall Rating, 3 votes
5
4
3
2
1
1.33
Scenario Rank: --- of 940
Parent Game Panzer Grenadier
Historicity Historical
Date 1942-01-20
Start Time 05:00
Turn Count 24
Visibility Day & Night
Counters 93
Net Morale 0
Net Initiative 1
Maps 4: 1, 2, 3, 8
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 156
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Severe Weather
Terrain Mods
Scenario Requirements & Playability
Panzer Grenadier Base Game
Introduction

ARMY GROUP CENTER: The Soviet winter offensive reduced the 6th Panzer Division to fewer than 1,000 effectives, and the division held its front only by combing support units for replacements. Soviet troops had the Germans all but surrounded, with German supply lines so close to the front that Soviet riflemen often shot up German trucks. The Germans planned a limited attack of their own, which they labeled the "Snail Offensive," to push the Soviets back from their supply lines.

Conclusion

By mid-morning the Soviets had been cleared from the villages or isolated. The Soviets, also at the end of their endurance, did not contest the German advance very intensely. By afternoon the Germans had taken their objectives and secured their supply lines.


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).

Display Order of Battle

Germany Order of Battle
Heer
  • Motorized
Soviet Union Order of Battle
Army (RKKA)
  • Towed

Display Errata (4)

4 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 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 (1)

Crummy & Too Long, But The Jerries did Win in the End
Author treadasaurusrex (Germany)
Method VASSAL
Victor Germany
Participants ACav
Play Date 2024-01-21
Language English
Scenario PaGr047

This was a 6-session encounter with ACav leading the defending Soviets of the 363rd Rifle Division, and me playing the attacking Germans of the 6th Panzer Division. We played with the miserable FOW, as well as the strategic movement, excess initiative and smoke/illum optional rules. This scenario was yet nother penance for me as there was no armor on either side in this sluggish mess of a scenario that was brightened only by my opponent's playfulness & good humor. This too long scenario needs a rewrite, especially for the victory conditions. In action, we were actually grateful whenever the FOW artificially ended a game turn. Both sides drew poor leaders and maneuver was very limited by the snow. Engagements were also limited by the low visibility during the first ten or so game turns.

Yes, the Jerries BARELY won out in the end as they controlled all 32 town hexes on the 4 maps, but they were only able to eliminate the last Soviet units on the very last turn! I guess that the exciting finish made this one worth playing, but only, JUST. All told, the Russians gave up 53 steps of combat units and all but one leader; the Germans lost 16 and 2 lieutenants.

This poorly-balanced, conflict simulation deserves a rating of 1, but I give it a 2, since it was fun to play with a resolute and quite funny opponent. We recommend this one for SOLO play only, as it needs serious revision to qualify for shared, online play. The victory conditions should specify a number of Soviet COMBAT unit steps that must be eliminated, and the number of town hexes that the Axis must hold for the Germans to win.

1 Comment
(edited 2024-01-21 18:38)

That senior Russian leader decapitation in the bottom of the 7th inning turned this battle into a German victory. Looking forward to a rewrite of the victory conditions for this dud.

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