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!
Crunch
Patton's Nightmare #4
(Attacker) United States vs Soviet Union (Defender)
Formations Involved
Soviet Union 52nd Guards Rifle Division
Soviet Union 9th "Bobriusko-Berlinskaya" Tank Division
United States 10th "Tiger" Armored Division
Display
Balance:



Overall balance chart for PaNi004
Total
Side 1 0
Draw 0
Side 2 0
Overall Rating, 0 votes
5
4
3
2
1
0
Scenario Rank: of
Parent Game Patton's Nightmare
Historicity Alt-History
Date 1947-08-27
Start Time 05:30
Turn Count 16
Visibility Day
Counters 165
Net Morale 0
Net Initiative 1
Maps 4: 14, 17, 19, 21
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 254
AAR Bounty 227
Total Plays 0
Total AARs 0
Battle Types
Ambush
Inflict Enemy Casualties
Road Control
Urban Assault
Conditions
Hidden Units
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Smoke
Scenario Requirements & Playability
Elsenborn Ridge Counters
Patton's Nightmare Base Game
Road to Berlin Maps + Counters
Introduction

After seizing the bridges over the Albert Mittelland Canal, 7th Army pushed on toward Gardelegen en route to Berlin. However, the 3rd Shock Army had been preparing a riposte to the American battering ram. The two forces collided west of Gardelegen with a "crunch".

Conclusion

The US player must overcome or bypass the initial Soviet defenses quickly to set up his own response to the impending Soviet arrival. If the Soviet player is lucky then the fight will devolve into a large slugfest which always favors the defender. The American must control a road to continue the advance toward Berlin - his compatriots are dying in house-to-house fighting along the Friedrichstrasse waiting for the cavalry to arrive.


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
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
  • 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).
  • Unarmored Weapon Carriers: These are unarmored halftracks (Bufla and Sk7/2) or fully-tracked vehicles (Karl siege mortar) with mounted weapons. All are mechanized, except the BM-13 (Katyusha rocket launcher mounted on a truck). They are weapon units, not AFV's, so they are never efficient and cannot be activated by tank leaders. (SB)

Display Order of Battle

Soviet Union Order of Battle
Army (RKKA)
Guards
  • Motorized
  • Towed
United States Order of Battle
Army
  • Motorized

Display Errata (6)

6 Errata Items
Scen 4

The scenario requires use of a 37mm gun for the Soviets but does not distinguish between the AT or AA version. By this date the 37mm AT gun was no longer in active service so the AA version has been listed.

(Matt W on 2012 Sep 02)
Overall balance chart for 951

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

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 993

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)
Overall balance chart for 881

All Guards JS-IIs should have AT fire values of 8-8.

(Shad on 2010 Dec 15)
Overall balance chart for 884

All Guards T-34/85 tanks should have AT fire values of 7-7.

(Shad on 2010 Dec 15)
Overall balance chart for 25

The M18 has a special rule in Battle of the Bulge but it applies globally: "A two-step M18 unit can fire one anti-tank shot and move half its movement allowance (retain fractions) in a single impulse. The order in which it does these two actions is the player's choice."

(Shad on 2010 Dec 15)
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