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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East of Plzen
Peace in Our Time #10
(Attacker) Germany vs Czechoslovakia (Defender)
Formations Involved
Display
Balance:



Overall balance chart for PiOT010
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 1938-10-01
Start Time 08:00
Turn Count 20
Visibility Day
Counters 305
Net Morale 0
Net Initiative 0
Maps 6: 1, 102, 103, 4, 5, 6
Layout Dimensions 86 x 84 cm
34 x 33 in
Play Bounty 265
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Delaying Action
Exit the Battle Area
Inflict Enemy Casualties
Road Control
Conditions
Off-board Artillery
Scenario Requirements & Playability
Broken Axis Maps
Fall of France 1 Counters
Fire in the Steppe Maps + Counters
Peace in Our Time Base Game
Introduction

The German capture of Plzen opened the road to Prague for the 10th Army advancing from the west, and the rapid advance of Heinz Guderian’s XVI Motorized Corps threatened to breach the Vltava River line before the Czechs could fall back behind it. The Czech defense plan called for the forces holding the western borders to keep the German back long enough to allow the army to mobilize. They would then defend the fortifications built along the Vltava before the war, but those would be useless if the Germans got there first.

Conclusion

The Czech 1st Fast Division began the war as part of the high command’s general reserve, and moved westward to counter the German breakthrough at Plzen. By stopping Guderian’s panzers the Czechs bought a brief respite to man the Vltava Line, but greater German numbers were already starting to make themselves felt.


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
  • 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

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

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)

#10 East of Plzen
Author Juiceman
Method Solo
Victor Germany
Play Date 2022-09-01
Language English
Scenario PiOT010

Wow, talk about a big scenario, over 300 counters, majority DIY, with a 1/3 being trucks, so if you plan on playing this scenario barrow every truck counter from any PG games you own to fill the gaps, the Czech counters do look cool through, they are not as tough to put together, just need a steady hand.

For this short scenario, only 20 turns long, the Czech forces are trying to achieve three VCs; steps, deny control of the E-W Roads to the Germans and limit the German advance to less than 20 steps exited off the East map edge. To start the game the Czechs have a small recon blocking force of infantry, armor and ATGs but they have two full length map boards to cover, so they are spread thin, good news is they only have to hold for three turns before elements of a Czech Fast Division enter along the south map edge. These forces are loaded with truck mounted infantry, cavalry, bicycle troops, mortars, on board artillery, 37 & 47mm ATGs, two companies of tanks and a 83.5mm Flak/ AT battery, more than a match for the Germans & their Pz Is & IIs but they have to make contact to cut off the German advance and it is a long march from the southern board edge over mostly open ground. The Germans won a minor victory denying the Czechs two of the three VCs, they were able to get off the East edge more than 20 steps and the Germans eliminated more Czech steps than they lost but the Pz Is took a beating, they sacrificed themselves to decimate the Czech vanguard of cavalry and bicycle infantry.

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