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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Austrian Border
Peace in Our Time #1
(Attacker) Germany vs Czechoslovakia (Defender)
Formations Involved
Display
Balance:



Overall balance chart for PiOT001
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Peace in Our Time
Historicity Alt-History
Date 1938-09-28
Start Time 06:00
Turn Count 24
Visibility Day
Counters 119
Net Morale 1
Net Initiative 2
Maps 2: 22, 24
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 194
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Inflict Enemy Casualties
Road Control
Urban Assault
Conditions
Entrenchments
Minefields
Off-board Artillery
Scenario Requirements & Playability
Elsenborn Ridge Maps
Fall of France 1 Counters
Fire in the Steppe Counters
Peace in Our Time Base Game
Introduction

German plans called for the 14th Army, commanded by Wilhelm List, to advance from formerly Austrian territory northward toward the arms manufacturing center of Brno. The Czech Fourth Army barred the way, but lacked the pre-war border fortifications guarding the approaches from Germany – the Czechs had not anticipated that Germany might first occupy Austria before turning against them. Instead, the Czechs would have to rely on what positions they could rapidly put into place before the deluge began.

Conclusion

The Czech Army had been built to resist a German invasion behind fixed fortifications – most of its “divisions” were garrison units lacking mobility but in theory making up for that with firepower. Along the border with Austria, the Czechs had not invested in the heavy concrete and steel fortresses that lined the border with German Silesia to the north. That would give even a lightweight formation like one of the 1938 panzer divisions – which were placed in the first echelon, rather than held back for exploitation – a chance to smash its way through.


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).
  • 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

Display Order of Battle

Czechoslovakia Order of Battle
Army
Germany Order of Battle
Heer
  • Mechanized
  • Motorized

Display Errata (2)

2 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)

Display AARs (1)

#1 Austrian Border
Author Juiceman
Method Solo
Victor Germany
Play Date 2022-09-01
Language English
Scenario PiOT001

Buyer beware, you are going to have to DIY the Czech counters unless this Gold Club Booklet is in Vassal. If you DIY make sure you look through all the scenarios, as you will need to make extra Czech counters, so be prepared to make up to 4x the counter sheets.

Interesting set of scenarios, the Czech infantry is not too bad, they have decent leaders, their strength is their armor forces which can dominate since the only German units that can KO the Czech light tanks are the German Pak36 ATGs. On the other hand German infantry with their supporting artillery assets are tough to beat, especially with good leaders.

Would recommend this set of scenarios if they are available on Vassal, not sure I would DIY this again since one has to make 4x the counters.

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