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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Gingerbread Houses
Patton's Nightmare #11
(Attacker) United States vs Soviet Union (Defender)
Formations Involved
Soviet Union 8th Guards Mechanized Corps
United States 10th "Tiger" Armored Division
Display
Balance:



Overall balance chart for PaNi011
Total
Side 1 0
Draw 0
Side 2 2
Overall Rating, 2 votes
5
4
3
2
1
3.5
Scenario Rank: --- of 940
Parent Game Patton's Nightmare
Historicity Alt-History
Date 1947-08-29
Start Time 08:00
Turn Count 10
Visibility Day
Counters 56
Net Morale 0
Net Initiative 2
Maps 1: 24
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 155
AAR Bounty 165
Total Plays 2
Total AARs 2
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Hidden Units
Minefields
Off-board Artillery
Smoke
Scenario Requirements & Playability
Elsenborn Ridge Maps + Counters
Patton's Nightmare Base Game
Road to Berlin Counters
Introduction

Captain Colasacco handed his field glasses to Master Sergeant Kelly and gestured toward the quiet little village in the valley below. "Looks like a picture postcard down there, with all those gingerbread houses," remarked the Captain. "Sure does, skipper," drawled the Sergeant. "But ah see me at least one of them Stalin tanks stickin' out from behind a house on the corner yonder, and some sandbags in a couple spots. I gotta think those Russkie bastards are in there waitin' fur us." The Captain nodded, saying: "You're probably right, Kelly. I'll go tell the Major, and keep my shotgun handy. You get our company fired up and we'll go kick some Russkie tail!"

Conclusion

Captain Colasacco and his companions must execute a deliberate assault against a dug in enemy across open terrain - never a fun time. And to make it worse, there are Minefields out there somewhere. The Soviet player needs to make a smart placement of his troops since he'll have no time to maneuver once the Americans start coming. While his tanks and AT guns last they need to make good kills or the town will quickly fall to the American attackers.


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
  • 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

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

Display Errata (1)

1 Errata Item
Overall balance chart for 881

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

(Shad on 2010 Dec 15)

Display AARs (2)

A pleasant surprise
Author Arborec88
Method Solo
Victor Soviet Union
Play Date 2018-03-24
Language English
Scenario PaNi011

Setup is a weird one, as others have noted set up suggests to put armies essentially on top of one another, this is then counteracted by the mine placement that would then be pointless so I changed US to east of xx04. The scenario also states that 6 minefields should be hidden, I put 12 random minefields on the map (half were decoys) and houseruled that when entered I'd flip the random mine counter, if a decoy then it'd be Removed but if mined then I'd draw another set of minefield counters from a cup and place the resulting mines on the spot (unless this proved to be a decoy also, e.g. lousy soviet mine laying).

As for the game, the Soviets were set up in the town with a JS2 platoon dug in just north facing the light woods. To the south I placed the bulk of the artillery, also dug in. The town hid a mechanised infantry reserve and the other JS2 platoon. The reduced infantry platoons were set up in the northern woods also with M3s and the worst lieutenant (0/0) in command.

The US split into 2 main forces on the northern and southern flanks behind the woods and hill respectively and the whole armour contingent sat between the 2 on the road, just at the bottom of the hill, raring to go.

The weather was dry and for the first few turns the US pushed into the woods and the town on the hill. The soviet reduced squads managed to halt the US advance despite their inferior numbers.

The US changed tact and sent their M39s to race around and try and get to the woods west of the soviet held town. Unfortunately the dug in JS2 took 2 of them out with its armour efficiency.

The US in the hill town, deployed the 81 mortar but over several turns it provided nothing but a target for the southern Russian artillery that with every opportunity reduced the town to rubble.

The US couldn't get any heavy artillery support for the first half on the game, meanwhile the Russians were shelling anything and everything they could see, including their own men it would turn out.

The US tried to push in the south, but again a combination of soviet mines, artillery and armour hampered them.

All seemed lost by turn 6 when all of a sudden US artillery showed up, successful fire and manoeuvre tactics by the M29s had outgunned the JS2s (although many of the US tanks were now no better than scrap metal) and the last of the woods was finally cleared. More transports raced west and the main town was now to be attacked from both North-west and East.

By turn 8 the US were in, pushing into the north-western edge and soviet units were disrupted and pulling back to the town centre.

It looked like the Soviets would lose it, but then US artillery support evaporated, the Russians successfully dropped shells in the right places and their infantry rallied.

The US had fought the good fight but mines had stalled their advance, artillery had done little to break the deeply entrenched Russians and 2 underpowered urban assaults showed the US had nothing left to give.

Final score US 16 / Soviet Union 22

It did seem as though the Soviets would walk it but 2/3 of the way through when I was about to call it the US had a reprieve and I had to see how it would end.

In hindsight, perhaps a heavier reliance on smoke and a strike straight toward the town may have been better for the US as opposed to the attempt at a methodical cleaning operation in the woods. The JS2s had a lot of lucky shots (rolled 11 a few times with their AT fire). In the end it was most likely the artillery that won it for the USSR, they had it in spades.

An initially average looking static defence scenario that became a tense nail biter by the end.

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Running Out of Momentum At a Bad Time
Author thomaso827
Method Solo
Victor Soviet Union
Play Date 2015-03-27
Language English
Scenario PaNi011

I'm a bit unsure on the setup on this one. Soviets set up from xx10 and east. US sets up west of xx04, which would pretty much put them on top of the soviets, so I changed that US setup to east of xx04 and that puts them on and around the ridge, which fits with the story line. I set up with the Russian at gun, an infantry, HMG and LT in the southeast corner of the town; the Soviet major, a JS-2 and an infantry in the eastern-central town hex; another LT, the other HMG and an Infantry in the northeast town hex. The Soviet 122mm gun, an infantry and an LT in the north central hex of the town where the gun could serve in either AT or BF roll, the second JS-2 in the north-west town hex, and the last infantry and mortar in the southwestern town hex with the last leader. The 6 Soviet halftracks were put in the eastern 3 hexes, 2 each, as unused transports with the ability to add their HMG firepower. OBA is random for both sides, and in today's game, random rolls meant no Soviet OBA and US only once. From the beginning, US did well in getting initiative when needed, but outside of that, die rolls were right in the middle, meaning lots of missed shots, where soviets got several x results, turning the initiative contest to a 0 for soviets and a 1 for the US way too quickly. US moved the tanks down from the ridge and explored the mines on turn 1 when they had the 3 shots of smoke to help keep odds down. The central eastern mine hex turned out to be a decoy so they swept right through. The chance looked good on turn 2 for a pincer to assault the town from south, around the edge of the mines, and right through the middle where the mines were decoys. That was where the US luck abandoned them. Hit dismounted and adjacent to the town hexes, they were hurt badly with step losses and demoralized troops and leaders, while cover fire from the tanks did little until they switched from DF to AT fire and took out 4 of the halftracks, reducing the Soviet fire by half. The situation stalemated for the rest of the short game as US troops fled and were replaced only to get fresh troops killed or demoralized. The tanks were thrown into the assaults and were promptly demoralized themselves. In the end, the US had 2 town hexes contested while the rest were never in jeopardy of loss. Big Soviet win. I want to try this a few more times to see what approaches would work better. I dont use hidden troops, and this time, knowing where they all were wasnt much of a help. Good scenario with a little need for clearer setup instructions.

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