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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Kamienka
Panzer Grenadier #49
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany Grossdeutschland 1st Grenadier Regiment
Germany Grossdeutschland Division
Soviet Union 2nd Rifle Division
Display
Balance:



Overall balance chart for PaGr049
Total
Side 1 2
Draw 2
Side 2 0
Overall Rating, 5 votes
5
4
3
2
1
3
Scenario Rank: 772 of 940
Parent Game Panzer Grenadier
Historicity Historical
Date 1941-07-05
Start Time 11:00
Turn Count 18
Visibility Day
Counters 74
Net Morale 1
Net Initiative 2
Maps 2: 1, 8
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 137
AAR Bounty 171
Total Plays 4
Total AARs 1
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Scenario Requirements & Playability
Panzer Grenadier Base Game
Introduction

ARMY GROUP CENTER: Infantry Regiment "Gross Deutschland" held a long stretch of the ring surrounding Soviet forces pocketed west of Minsk. The Soviet forces in the trap - a number of shattered units from Western Front - tried to break out of the encirclement and make their way back to the main line of resistance. In the early morning hours of July 5th a mixed Soviet battle group drove the 17th (Motorcycle) Company from their positions in the village of Kamienka. The Germans brought up two more companies with flak and mortar support to retake the positions.

Conclusion

After five hours of furious fighting the Germans recaptured the village. The Soviets inflicted enormous casualties on the Germans, but could not escape the encirclement. In late July the Soviet high command officially disbanded the 2nd Rifle Division, some weeks after the unit had ceased to exist. Many of its soldiers became partisans and continued extracting a price from the invaders.


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)
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable
  • Self-Propelled Artillery: do not provide the +1 Assault bonus, even if closed-top (SB)
  • 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).

Display Order of Battle

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

Display Errata (5)

5 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 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 (1)

Too Slow and Steady leads to a draw
Author rerathbun
Method Solo
Victor Draw
Play Date 2012-12-16
Language English
Scenario PaGr049

An updated version of this scenario is available in Eastern Front Deluxe Scenario 28.

The Germans are tasked with taking a village on the far side of two boards. The Soviets must hold the village or inflict heavy casualties.

The Soviets set up half of their anti-tank guns in the woods and fields west of town to slow the German assault guns and force the German heavy weapons platoons to disembark. The remainder of the Soviets set up in and around the village.

The Germans advance their infantry and some artillery observers first, holding back the assault guns and APC's. Once the forward anti-tank guns are spotted, they are quickly destroyed by off-board artillery and assaults.

The Germans take a little time to reorganize, and move up behind the cover of the fields west of town. They disrupt and/or demoralize the remaining Soviet anti-tank guns with artillery as the infantry moves up. The Soviet gunners recover with the help of some good leadership and the in-town morale recovery bonus. It takes some time to move past the dug-in outposts around the town and wear down the defenders. The armor hangs back until the remaining anti-tank guns are destroyed, then combined-arms teams move in to take the village.

The Germans take very few casualties (only four step losses), but their cautious approach costs them. They fail by one turn to take the village. (I played a 19th turn and did push the last of the demoralized Soviets out.)

In retrospect, I was too cautious as the Germans. I should have moved the armor and APC's up while the anti-tank guns were disrupted/demoralized, and risked more losses to Opportunity Fire. That would have allowed me to get into the village with more than enough time to take it.

This is a good, relatively small scenario., It seems to be best suited for solo play, since there is not a lot for the Soviets to do once they set up. I do think the Soviets will have a tough time winning against an aggressive attacker.

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