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
Errors? Omissions? Report them!
Polieni Town
Panzer Lion #4
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 24th Panzer Division
Germany 97th Grenadier Regiment
Germany Kampfgruppe W
Soviet Union 15th Motorized Rifle Brigade
Soviet Union 16th Tank Corps
Soviet Union 3rd Guards Airborne Division
Display
Balance:



Overall balance chart for PzLi004
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 1 vote
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Panzer Lion
Historicity Historical
Date 1944-05-02
Start Time 12:00
Turn Count 24
Visibility Day
Counters 197
Net Morale 1
Net Initiative 1
Maps 4: 10, 11, 25, 9
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 207
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Hill Control
Rural Assault
Urban Assault
Conditions
Off-board Artillery
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Battle of the Bulge Maps
Eastern Front Counters
Elsenborn Ridge Maps
Panzer Lion Base Game
Red Warriors Counters
Road to Berlin Counters
Introduction

Despite their meager armor, Kampfgruppe W was expected to secure Facuti and also relieve the pressure on Polieni (where a battalion of the 97th Infantry Regiment was struggling to hang on). This involved driving the newly arrived guardsmen off Hill 192, where they were already in the process of creating a strongpoint. With all of his armor assigned to securing Facuti, Colonel von Waldenburg ordered all available artillery to support the northern effort.

Conclusion

Upon arriving the Germans decided that Hill 192 was already too strong to take without armor. Therefore orders were issued to stop the enemy from reinforcing the hill or Facuti itself. When the rest of 16th Tank Corps attempted to answer the 109th Tank Brigade's cry for help they were ambushed by these forces in addition to the victorious panzers at Facuti. The remnants retreated until reaching the relative safety of Hill 192 for the night.


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
  • 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.
  • 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)
  • Unarmored Weapon Carriers: These are unarmored halftracks (Bufla and Sk7/2) or fully-tracked vehicles (Karl siege mortar) with mounted weapons. All are mechanized, except the BM-13 (Katyusha rocket launcher mounted on a truck). They are weapon units, not AFV's, so they are never efficient and cannot be activated by tank leaders. (SB)

Display Order of Battle

Germany Order of Battle
Heer
  • Motorized
Soviet Union Order of Battle
Army (RKKA)
  • Motorized
Guards

Display Errata (7)

7 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 41

All SS PzIVH tanks should have a movement of 8.

(Shad on 2010 Dec 15)
Overall balance chart for 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(Shad on 2010 Dec 15)
Overall balance chart for 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)
Overall balance chart for 54

The movement allowance on the counters in Airborne is misprinted. It should be "3."

(rerathbun on 2012 Jan 30)
Overall balance chart for 951

The reduced direct fire value in Kursk: Burning Tigers is 4-4.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 993

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (1)

Soviets in a Landslide
Author Hugmenot
Method Solo
Victor Soviet Union
Play Date 2012-08-04
Language English
Scenario PzLi004

My fifth Panzer Lion scenario en route to my ribbon.

The Germans start with 6 VP hexes in their control while the Soviets start with 21. To have any chance at all to win, the Germans must prevent 15 Soviet steps from exiting south on map 9 (15 VPs) and take control or at least contest several 40-meter hill hexes of board 11.

The Germans on map 10 (NE) deploy west of the town as they will need to move forward to help contain the Soviets. The other group which enter on board 11 quickly spread out to prevent the Soviet reinforcements from having a quick path south.

The Germans scored a few hits with their OBA early on the game and had enough time to move into position as the Soviet reinforcements only arrived on turn 5. Unfortunately, this was a thin line with very few units in reserve.

The Soviets decide to push the infantry forward on turn 6 to shut down the German's powerful AT guns, helped by artillery bombardment. The guns are silenced one by one and on turn 15 the Soviets make a big push forward. They quickly punch a huge hole in the German defenses and it's quickly over; the Soviets are 50-60 points ahead by turn 21.

Soviet Major Victory.

While I enjoyed the scenario and rated it a "3", this is a scenario which I believe the Germans cannot win. The Soviets have the stronger force and they control enough victory point hexes at the start to win by 15 VPs if there were no casualties and no unit escaped south; just too big an advantage.

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