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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Prompt Counter-Attack
Peace in Our Time #8
(Attacker) Germany vs Czechoslovakia (Defender)
France (Defender)
Formations Involved
Display
Balance:



Overall balance chart for PiOT008
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 1938-09-29
Start Time 07:00
Turn Count 30
Visibility Day
Counters 167
Net Morale 1
Net Initiative 1
Maps 3: 104, 23, 25
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 214
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Inflict Enemy Casualties
Road Control
Conditions
Entrenchments
Off-board Artillery
Scenario Requirements & Playability
Broken Axis Maps
Elsenborn Ridge Maps
Fall of France 1 Counters
Fire in the Steppe Counters
Peace in Our Time Base Game
Introduction

Most Czech senior officers had come up through the Austro-Hungarian Imperial and Royal Army, and followed a similar doctrine in designing their defenses. A strong fortified line would be backed by powerful reserves who would be committed in immediate counter-attacks to restore the position. Tanks and artillery would serve this purpose, to add weight to the counter-attack rather than serve as offensive weapons.

Conclusion

The Czech counter-attack force, built around a regular army infantry division with plentiful artillery support from its parent IV Corps and 2nd Army, managed to restore the lines despite the presence of German armor. The German light tanks, no more than machine-gun carriers, added mobile firepower to the panzer divisions but were never meant to break through enemy fortifications or conduct a mobile defense.

Additional Notes

Use French casemates for Czech casemates.


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
France Order of Battle
Armée de Terre
  • Misc
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)

#8 Prompt Counter Attack
Author Juiceman
Method Solo
Victor Germany
Play Date 2022-11-01
Language English
Scenario PiOT008

Unique set up for both sides, for the Czechs setting up your casemates and supporting forces will be critical to give them a good opportunity for survival until the reinforcements can arrive to relieve them.

Similar situation for the Germans, since they can set up on the same boards as the Czech player but just not adjacent to any Czech units. The Germans need to quickly eliminate two of the casemates while using their panzers and other units not assaulting the hills in delaying the Czech reinforcements.

The set up gets you into combat rather quickly, the Czech player hopes he can hold out until the "cavalry arrives in the nick of time to save the settlers."

Each player has some options when deploying their forces depending on their playing style, this made for a fun scenario, at least for me.

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