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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To Poland From Italy
Polish Steel #5
(Defender) Poland vs Soviet Union (Attacker)
Formations Involved
Poland 16th Armoured Brigade
Poland 1st Armoured Division
Poland 1st Independent Parachute Brigade
Poland 4th Infantry Division
Soviet Union 8th Guards Tank Corps
Display
Balance:



Overall balance chart for PoSt005
Total
Side 1 0
Draw 2
Side 2 0
Overall Rating, 2 votes
5
4
3
2
1
4.5
Scenario Rank: --- of 940
Parent Game Polish Steel
Historicity Alt-History
Date 1948-08-10
Start Time 12:00
Turn Count 26
Visibility Day
Counters 267
Net Morale 0
Net Initiative 0
Maps 4: 19, 20, 24, 3
Layout Dimensions 112 x 43 cm
44 x 17 in
Play Bounty 232
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Inflict Enemy Casualties
Rural Assault
Conditions
Terrain Mods
Scenario Requirements & Playability
Eastern Front Maps
Elsenborn Ridge Maps
Iron Curtain Counters
Polish Steel Base Game
Road to Berlin Counters
Introduction

The Poles just barely hung onto their bridgehead, stopping the Guards' advance only one kilometer short of the Weser. The Soviets sent for reinforcements to drive the Poles back across the river, but just as they began to arrive II Corps appeared with some unexpected presents: captured German tanks that the Allies had been stockpiling in Wilhelmshaven for just this sort of occasion.

Conclusion

The incredible productivity of American industry made captured German weapons a curiosity rather than a resource. But once factories had shifted over to meeting civilian demand, the instruments of the defeated Nazi war machine would become useful additions to Allied strength. And no one would appreciate the irony more than Poland's exiled tankers.


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
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
  • 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).
  • 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.

Display Order of Battle

Poland Order of Battle
Wojska Lądowe
  • Motorized
Soviet Union Order of Battle
Army (RKKA)
  • Mechanized
  • Motorized
  • Towed
Guards
  • Motorized
  • Towed

Display Errata (3)

3 Errata Items
Overall balance chart for 881

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

(Shad on 2010 Dec 15)
Overall balance chart for 912

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)
Overall balance chart for 884

All Guards T-34/85 tanks should have AT fire values of 7-7.

(Shad on 2010 Dec 15)

Display AARs (1)

Polish Steel, scenario #5: To Poland From Italy
Author JayTownsend
Method Solo
Victor Draw
Play Date 2011-12-30
Language English
Scenario PoSt005

I needed to play another Cold War scenario from PG world and instead of my normal plays from Iron Curtain or Secret Weapons, I decided to play my second scenario from Polish Steel. I look at the Cold War & extended war material from Panzer Grenadier as an extra subset or bonus scenarios to the normal WWII battles from PG. I sometimes play another game system from LnL about Cold War in 1985, so PG’s from 1945-1950 I really enjoyable and the new situations and so is the new unit/counter types that come with these PG supplements. A fun break from normal WWII play!

The (To Poland From Italy) scenarios had a huge variety of armored vehicles which is what I was looking for. The Polish have Modern British, American armor plus captured German Armor from WWII. They have the: Centurion I, Sherman, Black Prince, Stag, Bren, Pershing, Pershing CS, Pantera-Panther, Priest, Tygyrs-Tiger II & M3. The Soviets have: JS2, JS3, JSU152, JSU122, SU100, SU101, T44, Ba64, T-34/85 & M3. Both sides have a large Infantry, AT-Guns, Artillery, Heavy Weapon support units as well. In fact it’s a pretty large scenario with four maps and some interesting victory conditions In the middle of the board with a large river on board #20. No off board artillery to worry about, as it’s all on board in this one. The perfect scenario to play and only 26 turns!

In this one the Soviet start with a larger force plus some early reinforcements on turn one to make their force even larger but the Polish may start with a smaller blocking force but also start rolling for an larger reinforcement on turn one which will more than double their forces plus some older Tiger II’s on turn number eight, so the Soviets must attack early and try to dislodge the Polish forces from map board #20 and maybe able to pushing into map 19, across the large river, either at the bridge or with assistance from and Engineer or the luck of the dice rolls.

The game started with the Polish starting units setup up mostly on the east side of the large river on map 20, to control and challenge the Soviet Forces right up front and bye time for their reinforcement to arrive and control victory objectives. The Polish load up the towns on map 20 and forest hexes with Infantry, AT-Guns, and armor, especially those deadly Centurion I’s. The only units the Polish leave on the Western side of the river are the on board artillery units, 25-pder and 4.3 large mortars and one screening Stag AC unit, to rain artillery across the river when needed. The Soviets start on map #19 as close as they can to map #20. They blast forward as fast as they can, before the Polish reinforcements can arrive, as loses mean nothing to them. The Soviets reinforcements arrive automatically on turn one on the eastern edge of map 3 and rush forward to help their comrades. The Polish rain direct fire, AT-Fire and bombardment fire on the Soviet to try and put a dent in this huge force.

The deadly combined fire starts to put a dent in the Soviet force but then they close fast and return the fire and their reinforcement have caught up to add their punch but as luck would have it, the Polish reinforcements arrive from map 24 on turn 3 and push forward down the road. The Soviets realize that they must try to clear the towns on map 20 faster but in trying this, they are taking much greater chances and losing units doing this, that they wouldn’t have normally if not pressed for time.

Both sides are now shooting it out with most of their forces and the tank heavy armies are starting to thin a bit and now more infantry type units, support weapons are making their presents noticed. So as not to bottleneck the bridge hex too much, the Polish are using two engineer units to assist river crossing farther south. Infantry assaults and on board artillery is now thinning the infantry on both sides, as the Soviets have: 5 x 76.2mm, 2 x 122mm, 2 x 120mm, 2 x 82mm, 1 SU122 and 3 x JSU152s on board ART and the Polish have: 2 x 3-inch, 3 x 25-pdr, 2 x 4.3 inch, 1 x 40mm, 2 x17-pdr and 3 x Priests on board ART. No off board artillery at all on this scenario.

The battle pushes back and forth but the Polish control must of map 20 and the town hexes on that map but have lost over 40 steps, so both side obtain a minor victory, which means a Draw! If the Polish reinforcement hadn’t come on so early the Soviets had a change for a major victory, if the Polish hadn’t switched over to the offense so early, they had a chance for a major victory. Play this any number of times, I think it could easily be a different result each time, which makes this scenario of good replay value. I found that units really bunch up on map 20, so most to action takes place there and it becames a mass of counters compared to the other three maps. Combat is a lot more deadly from 1945-1950 then the 1934-1944 PG scenarios but if you take the time to pull counters and maps from multi games, you will find playing Cold war scenarios from Polish Steel, Iron Curtain & Secret Weapons well worth your time and a great addition to Panzer Grenadier.

There are also some non-traditional PG games that give you hypothetical WWII action, like: Waltzing Matilda, DAK’ 44, Divisione Corazzata and Grossdeutschland 1946.

For outside of WWII era try: War on the Equator or Indian Unity and for really outside the box, Try the free 1938 War of The Worlds Scenario. Or just play WWII action from one of the many area of the world: Western Front, Eastern Front, Pacific/Asian Theater, Arctic Front, & Desert/Mediterranean Theaters. August 1914 digs into WWI but with a somewhat different rule set. Big scenarios, Medium scenarios, Small scenarios, something for everybody in PG World!

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