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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Death of a Prince
Panzer Lehr #4
(Attacker) Germany vs Britain (Defender)
Formations Involved
Britain 5th East Yorkshire
Germany 130th "Lehr" Panzer Division
Display
Balance:



Overall balance chart for PaLe004
Total
Side 1 1
Draw 0
Side 2 2
Overall Rating, 3 votes
5
4
3
2
1
3.33
Scenario Rank: --- of 940
Parent Game Panzer Lehr
Historicity Historical
Date 1944-06-11
Start Time 16:00
Turn Count 13
Visibility Day
Counters 38
Net Morale 0
Net Initiative 1
Maps 1: 29
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 143
AAR Bounty 159
Total Plays 3
Total AARs 3
Battle Types
Breakout
Hill Control
Inflict Enemy Casualties
Conditions
Hidden Units
Off-board Artillery
Smoke
Terrain Mods
Scenario Requirements & Playability
Beyond Normandy Counters
Fall of France 1 Maps
Panzer Lehr Base Game
Introduction

As part of their ongoing offensive the British continued to attack southward on a broad front. The Green Howards engaged the Hitler Youth Division at Cristot while the East Yorkshires advanced on Saint Pierre. As the latter directly threatened Tilly-sur-Seulles, 7th Army quickly assembled a combined arms battle group to counterattack. The lead company commander protested that the line of attack was too wooded and lacked enough infantry support to be successful; the commander of the Panzer IV Battalion soon arrived to lead them in person.

Conclusion

Major Prince von Schonburg-Waldenburg led his battalion through the woods and into the British positions on Hill 103. After intensive fighting the Germans managed to break through to the thinly wooded northern slope. There an enemy antitank round found the turret of the commander's tank killing the Prince and his radio operator. This took the heart out of the Germans who soon retreated.


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
  • 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

Britain Order of Battle
Army
  • Mechanized
  • Towed
Germany Order of Battle
130th "Lehr" Panzer Division
  • Mechanized
Heer
  • Mechanized

Display Errata (3)

3 Errata Items
Overall balance chart for 869

All Bren carriers should have a movement value of 7.

(Shad on 2010 Dec 15)
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)

Display AARs (3)

Try combined arms next time
Author scrane
Method Solo
Victor Britain
Play Date 2013-10-28
Language English
Scenario PaLe004

This was a small, fast scenario that pitted a German armor/infantry task force against most of a British infantry battalion. The British were defending two wooded hills, and the Germans split their force into a tank and an infantry force to assault each hill separately. This plan failed because the tanks struggled in the woods without infantry support and the panzer grenadiers waited to long to unload from their halftracks and suffered some early losses to PIAT fire that hurt. If I play this again I really need to keep the infantry and tanks mixed and mutually supporting.

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PIATs in the woods
Author Matt W
Method Solo
Victor Britain
Play Date 2012-10-12
Language English
Scenario PaLe004

Sometimes a PG scenario reminds you of the need for combined arms. Sadly, armed forces can become infatuated with their weapons systems and forget that complex mechanical and electrical contraptions still need to work in battlefield conditions and that there are places where they can work well and places where that just isn't possible. Case in point, Panzer Lehr #4.

A small but potent force of 20-25 Pz IVs along with a company of infantry borne in halftracks needs to take a ridge away from the British who are manning it with a battalion or so. The southern approach to the ridge is clear but the ridge itself and the northern approaches are heavily wooded (if this were a horror movie, as my daughter is currently watching on Netflix in a constant stream, the ominous music would start now). The British have a couple of AT guns but they are primarily an infantry force. While half of the force is hidden (and some deployed to the east to impede a German indirect approach to the ridge) the concrete objective makes it less of an issue in this scenario than in most.

The German assault goes off very well and the ridge is cleared within 5 turns with the exception of one hex which fights on defying the cold hard logic of Pz IVs in your face. In order to deter a British counterattack the Germans launch a couple spoiling attacks to the northern woods and one of the GREN units becomes demoralized and flees. Another takes a step loss and is similarly demoralized and fleeing. This leaves the German with only two infantry types and therefore an area must be held with armor alone. Remember that the ridge is wooded...

The British counterattack the tanks, despite the power of the tanks themselves in assault combat the British gain two column adjustments for the leader and the tanks in woods, the net one improvement makes it possible for them to attack on the 24 column (2 RIF, 1 WPN and a leader are attacking) and they cause a step loss and demoralization on the Pz IV. The German infantry continues to avoid recovery and the British continue their assault on the wooded ridge clearing two hexes and destroying four steps of Pz IVs, no doubt the Prince was in one.

As a result the Germans abandon the ridge line to get into safer ground and the British consolidate their rewon position. Upon recovery, the Germans decide that there is no point in continuing the battle as their remaining forces cannot hold the ridge if they do win it again. The loss is entirely due to the sparse infantry support to the armored attack.

A very satisfying small scenario. One which will play well in any venue. I give it a "4".

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Royalty Ascendant
Author Matt W (Britain)
Method Face to Face
Victor Germany
Participants Hugmenot
Play Date 2013-06-08
Language English
Scenario PaLe004

The fourth in Daniel and my playthrough of Panzer Lehr has the British on the defensive. The Germans have three goals, capture a wooded ridge, cause British losses and get troops to cross the battlefield to the north. This is a challenge for the British, who, although the substantially outnumber the German infantry, have little answer for the Pz IVs brought to the party by Lehr. This one is of interest, however, because the British are on defense and, for once, get to hide their units.

My setup relied heavily on holding the ridge and was only lightly interested in keeping Lehr from passing to the north. In essence, I conceded the major victory by giving Daniel one victory condition right off the bat. I should have known that this was a mistake but I was a bit overconfident given the results of my previous solo play. My hidden units included every weapon and high level leader in the mix. I hid most of my strength (the WPN and Bren) just behind the ridge where they could reinforce the infantry that occupied the ridge. I left one lonely platoon in the town in the valley on the opposite side of the river and had AT support in the main town.

Daniel split his force in two with a sizable component running straight north through the clearer terrain. I was relatively successful against the force attempting to move me off the ridge but the force in the valley ran through my sacrificial platoon quickly and was able to enter the town with no real trouble.

In the end I continued to hold out on the ridge but had lost far more than the limit. Daniel had met his two victory conditions for a minor victory and there it ended. My solo play had left me with the impression that eliminating the "soft" support for the armor would lead to victory. It probably would have but I was not as capable in this play as I was in the previous play and that failure led to a continued strong presence of the armor in the battle.

In my solo play the Germans went for the major victory and put their force into a strong push to clear the ridge. Doing so led to losses for the infantry and subsequent morale failures followed by a desperate attack by the armor which took losses in the woods due to the lack of infantry. The remaining demoralized mess failed to recover in time to accomplish anything, so in going for all they attained nothing.

The key for the British is to find ways to cause step losses on as many of the PzIVs as they can, rendering them less useful in assault (the reduced unit morale is a 6) and depriving the attack of its bite (the column shifts for combined arms). Having said that it is highly difficult to accomplish. Daniel and I agree that this one leans heavily to a German minor victory, my previous play notwithstanding. I give it a "3" for this play.

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