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!
Back to Kalmu
Panzer Lion #7
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany Grossdeutschland Division
Soviet Union 25th Separate Tank Regiment
Soviet Union 3rd Guards Airborne Division
Display
Balance:



Overall balance chart for PzLi007
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 1944-05-07
Start Time 05:45
Turn Count 20
Visibility Day
Counters 140
Net Morale 0
Net Initiative 1
Maps 4: 10, 14, 25, 6
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 191
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Hill Control
Rural Assault
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Terrain Mods
Scenario Requirements & Playability
Battle of the Bulge Maps
Eastern Front Maps
Elsenborn Ridge Maps + Counters
Panzer Lion Base Game
Road to Berlin Maps + Counters
Introduction

After some heavy rains on the 4th the Kalmu battlefield remained quiet for a few days. Both sides regrouped their forces and replaced their losses as much as possible. Finally on the 7th the Germans broke the quiet, with Grossdeutschland committing a majority of its remaining power to the obsessive goal of controlling Kalmu for good.

Conclusion

Before the sun rose the first attack had already been rebuffed, but at dawn the Panthers joined in and the Soviets were eventually ejected from Kalmu. This brought an angry response from Konev who ordered 27th Army commander Gen. S.G. Trofimenko to convene a military tribunal for both the corps and artillery. Both officers were good soldiers and Stavka recognized that Konev was just deflecting blame from himself. Also noted was the lack of antitank defenses given to the defending guardsmen, making their task that much harder.


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).
  • 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
  • Leader
  • Mechanized
  • Towed
Guards

Display Errata (4)

4 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)
Overall balance chart for 47

All SPW 251s have an armor value of 0.

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

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (1)

A Close Finish
Author Hugmenot
Method Solo
Victor Germany
Play Date 2012-09-01
Language English
Scenario PzLi007

Played solo in two long sessions.

The Germans have three objectives: (1) inflict more step losses than they suffer, (2) take full control of a town, and (3) take control of all 60-meter hill hexes. The Germans earn a minor victory if they accomplish two objectives.

Not being one who aims for a minor victory right off the bat, I split the German into two forces, with the larger force aiming for the town and the smaller one for the hills.

The eastern group first encountered resistance in the light woods south of town and the Soviets fought brilliantly, calling in pinpoint artillery and assaulting everything in sight. Although loses were about equal on that side, the German troops suffered from a lot of disruption and demoralization.

Unlike in scenario when the Germans never in control, the western force was able to make steady progress and inflict more casualties than they suffered.

After three hours, it was clear the Germans would take the hills but not the town if the troop allocations remain the same. The Soviet ordered four town defenders to reinforce the hills.

It made for a very interesting end game. The Germans almost took the town (1 or 2 more turns would have certainly done it) and made it even closer on the hills. It all came down to the last turn. One hill hex was under assault and defended by a sole disrupted, reduced Soviet unit. One hill hex was empty. The situation was not that dire for the Soviets because if they could reinforce the assault with one good order unit and take the vacant hill hex with another good order unit. All was needed was for one unit to survive, non-demoralized.

It was not to be. The Germans won the initiative by two and were above and were able to move a large (mostly disrupted) group into the vacant hex and eliminate the disrupted unit. The Soviets counterattacked both hexes but unfortunately did not fare well.

German minor victory.

I rate this scenario a "4" if playing solo. I am not sure it is as much enjoyable ftf as the Germans could aim for a minor victory from the onset if they wanted to play it safe.

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