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!
Border Battle #6
Panzer Grenadier #48
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 28th Artillery Regiment
Germany 28th Infantry Division
Germany 83rd Infantry Regiment
Soviet Union 184th Rifle Division
Display
Balance:



Overall balance chart for PaGr048
Total
Side 1 2
Draw 0
Side 2 0
Overall Rating, 3 votes
5
4
3
2
1
1.67
Scenario Rank: --- of 940
Parent Game Panzer Grenadier
Historicity Historical
Date 1941-06-22
Start Time 05:00
Turn Count 21
Visibility Day
Counters 143
Net Morale 1
Net Initiative 5
Maps 8: 1, 2, 3, 8
Layout Dimensions 112 x 86 cm
44 x 34 in
Play Bounty 190
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Inflict Enemy Casualties
River Crossing
Surprise Attack
Urban Assault
Conditions
Entrenchments
Off-board Artillery
Scenario Requirements & Playability
Panzer Grenadier Base Game
Introduction

ARMY GROUP CENTER: The German 28th Infantry Division provided flank protection for Panzer Group 2. In the early morning hours of 22 June soldiers of its 83rd Infantry Regiment crossed the Soviet border. The Soviet 56th Rifle Division had two regiments covering a 40-kilometer front, with little of its artillery in position to support the scattered infantry detachments.

Conclusion

Unprepared and caught by surprise, the 184th Rifle Regiment fell apart within hours. By the next morning division headquarters was listing the regiment as "remnants only" and on the 24th the entire 56th Rifle Division amounted to "a few scattered detachments."

Additional Notes

This scenario requires two copies of Panzer Grenadier volume one.


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).
  • 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)
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable

Display Order of Battle

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

Display Errata (6)

6 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 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 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)

The Soviet Side is for Masochists Only to Play
Author treadasaurusrex (Germany)
Method VASSAL
Victor Germany
Participants Tankodactyl
Play Date 2024-01-18
Language English
Scenario PaGr048

A truly dreadful, horribly unbalanced, wretch of an unplaytested scenario. Avoid this one like the plague! A Russian massacre ensued in this stinker with the inevitable, bloody German victory as a foregone conclusion. A colossal waste of paper, cardboard & printer's ink. In our case, a waste of perfectly good electrons . . .

Oh, and never let the PG-HQ robot, random scenario selector pick your game! Never again! It's as bad as the Impartial Leader Selector robot.

The good news is that the salsa was good, as were the chips & beer!

We agree that this dog is barely suitable for SOLO play. I give it a very generous 2, due entirely to my patient & very good natured opponent's, ample graciousness & endless supply of humor.

1 Comment
2024-01-18 19:10

I concur with my distinguished opponent! All comments are true, and much more. No play testing = crummy, time-wasting, incomplete scenarios like this one.

You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!
Page generated in 0.266 seconds.