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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Foul Mood
Patton's Nightmare #9
(Defender) United States vs Soviet Union (Attacker)
Formations Involved
Soviet Union 288th Rifle Division
Soviet Union 8th Guards Mechanized Corps
United States 14th "Liberators" Armored Division
Display
Balance:



Overall balance chart for PaNi009
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 1947-08-28
Start Time 17:30
Turn Count 20
Visibility Day & Night
Counters 175
Net Morale 0
Net Initiative 1
Maps 3: 16, 21, 24
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 252
AAR Bounty 227
Total Plays 0
Total AARs 0
Battle Types
Inflict Enemy Casualties
Meeting Engagement
Road Control
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Smoke
Illumination
Scenario Requirements & Playability
Elsenborn Ridge Maps + Counters
Patton's Nightmare Base Game
Road to Berlin Maps + Counters
Introduction

Colonel Hecht ground his dead cigar in his teeth and muttered under his breath. He had been frustrated, his tankers held in reserve while the world exploded into renewed war. Finally, he'd received orders to move his Combat Command A out onto the left flank of the advancing XXI Corps and instead of rolling out smartly he'd been dogged by tanks stuck in the mud, an M3 hitting a mine, and a single sniper that held up a column for 20 minutes! The only way he was keeping things moving was to drive hell-bent-for-leather in his jeep from place to place "sorting out" small challenges. His foul mood persisted as he glanced at the map and considered his next position. Suddenly the unmistakable crash of tank fire at the head of his advancing force interrupted his thoughts.

Conclusion

Col. Hecht and his opponent face the most common of combats: the meeting engagement. How fast can you bring up reinforcements? Can your leading elements hold until reinforcements arrive if you seize an exposed but important location? Will my opponent try to flank my position or overrun it? The least information is known about the elements of the battle, yet succes rides upon it. In this case, the Americans are nearing the halfway mark to their objective and must at least fix the enemy in place to guard the flank of their advancing corps.


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
  • Assault Gun: if closed-top, 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)
  • Anti-Aircraft Weapon Carrier: apply a -1 modifier to an air attack if within three hexes of the targeted hex (15.14).
  • 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).
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.
  • Prime Movers: Transports which only transport towed units and/or leaders (May not carry personnel units). May or may not be armored (armored models are open-top). All are mechanized. (SB)

Display Order of Battle

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

Display Errata (3)

3 Errata Items
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 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)
Errors? Omissions? Report them!
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