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!
Clearing the Valley
Panzer Lion #5
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 24th Panzer Division
Germany Grossdeutschland Panzer Regiment
Germany Kampfgruppe E
Soviet Union 107th Tank Brigade
Soviet Union 1140th Self-Propelled Artillery Regiment
Soviet Union 16th Tank Corps
Display
Balance:



Overall balance chart for PzLi005
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Panzer Lion
Historicity Historical
Date 1944-05-02
Start Time 11:00
Turn Count 20
Visibility Day
Counters 67
Net Morale 1
Net Initiative 1
Maps 3: 1, 15, 5
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 165
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Exit the Battle Area
Rural Assault
Conditions
Off-board Artillery
Reinforcements
Scenario Requirements & Playability
Eastern Front Maps + Counters
Panzer Lion Base Game
Road to Berlin Maps + Counters
Introduction

The Germans needed to stop the advancing Soviet armor before Facuti fell. Already, Soviet mobile elements had worked their way past the besieged village and were moving southward. The Vaalea-Olior valley was one of the few areas of the battlefield that favorable for mobile actions, and the Germans planned to exploit that advantage.

Conclusion

Kampfgruppe E pushed aggressively westward against the exploiting armor while some panzers from Grossdeutschland advanced eastward to meet them. Though the forces were evenly-matched, events to the north seemed to rattle the Russian commander. Shortly his tanks were joining the retreat northward.


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
  • Tank Destroyer: 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).
  • 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

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

Display Errata (4)

4 Errata Items
Overall balance chart for 2

Two 105mms (ID#s 1204, 1205) have "16-31" fire values in black (direct fire), when they should be in white (indirect fire).

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

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)

Display AARs (1)

A Short, Sharp Puzzle
Author Hugmenot
Method Solo
Victor Germany
Play Date 2012-08-23
Language English
Scenario PzLi005

Played solo.

When I first looked at the scenario, I thought the Soviets could make a quick dash and exit enough steps to earn at least a minor victory. So I decided to experiment and restarted the game 5 times before I played it to completion.

This is a fun puzzle that can end very quickly (3 or 4 turns), especially if the Germans are not careful. I think the key is the German trucks and that's what makes this scenario rather unique.

In my last game, the Germans won a narrow victory as their late arriving panthers were able to gun down just enough T-34s before they exited.

This is my most satisfying solo effort to date. However, I only rate it a "4" as they were a few false starts.

I believe this one plays best solo or via PBEM.

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