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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Vienna Panzers
Peace in Our Time #2
(Attacker) Germany vs Czechoslovakia (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for PiOT002
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 1 vote
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Peace in Our Time
Historicity Alt-History
Date 1938-09-29
Start Time 06:00
Turn Count 20
Visibility Day
Counters 144
Net Morale 0
Net Initiative 0
Maps 2: 22, 23
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 200
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Delaying Action
Exit the Battle Area
Inflict Enemy Casualties
Meeting Engagement
Road Control
Conditions
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

After breaking through the Czech border forces, the Germans would try to drive northward to capture Brno and then advance into Moravia to meet the Second Army’s forces pushing southward from Silesia. Aware that fortifications can be penetrated by an enemy willing to accept the losses, the Czech plan included reserves poised to counterattack any Germans who broke through the front. They did not expect the Germans to break through so fast.

Conclusion

Fourth Fast Division had been bulked up just before the German attack with two additional tank battalions. All three of its battalions together fielded 113 LT34 and LT35 light tanks, each of them individually superior to anything in the German order of battle. The 2nd Panzer Division still operated the useless Panzer I and Panzer II light tanks, the mainstay of the German Armored Forces in 1938.


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
  • Mechanized
  • Motorized
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)

#2 Vienna Panzers
Author Juiceman
Method Solo
Victor Czechoslovakia
Play Date 2022-09-01
Language English
Scenario PiOT002

This scenario was a meeting engagement between two motorized forces, the Czechs have the better armored force while the Germans have the advantage in infantry, HMGs and artillery. Everything else was pretty much even (morale, initiative), the key to the battle early on was who would win the initiative and how best to maneuver their forces into the best terrain for the coming fight. The fighting took place around the three town hexes on map 22 and in the fields just town of the towns, with the Czechs getting to the towns first with their infantry supported by two companies of tanks.

The German Pz-IIs and Pak 36s traded shots with the Czech armor trying to set up the cross fire bonus but this only knocked out one platoon of Czech tanks, while taking a heavy toll of the German panzers. It was during this time that it looked like the Germans would prevail as they cleared out the fields but just could not dig out the Czechs in the towns, especially after the Czech armor was freed up to support their remaining infantry. The battle ebbed & flowed and went down to the last turn but the Czechs sealed their victory by winning two out of the three objectives. The Germans were able to get six steps of Pz Is off the north map edge.

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