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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Reclaiming the Perimeter
Panzer Lion #9
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 24th Panzer Division
Soviet Union 3rd Guards Airborne Division
Display
Balance:



Overall balance chart for PzLi009
Total
Side 1 2
Draw 0
Side 2 0
Overall Rating, 2 votes
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Panzer Lion
Historicity Historical
Date 1944-05-07
Start Time 10:00
Turn Count 24
Visibility Day
Counters 134
Net Morale 0
Net Initiative 1
Maps 2: 16, 5
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 179
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Hill Control
Road Control
Rural Assault
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Scenario Requirements & Playability
Eastern Front Maps
Panzer Lion Base Game
Road to Berlin Maps + Counters
Introduction

After taking over responsibility for Kalmu Hill from Grossdeutschland, the 24th Panzer Division pushed northward. Their intent was to return the forward lines to where they where they were on May 1st. If the could secure the town of Bals, it would greatly strengthen German defenses.

Conclusion

With only 12 tanks and nine assault guns to their name, the 24th Panzer Division had the strength to drive the two guards divisions back but not enough to reach Bals. Nevertheless the enemy had lost enough men, ground and material to preclude any offensive action in the near future. This was very disappointing news to Stavka.


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
  • 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
Guards

Display Errata (5)

5 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 912

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (1)

Sacrificial Lambs
Author Hugmenot
Method Solo
Victor Germany
Play Date 2012-09-08
Language English
Scenario PzLi009

Played solo over three sessions.

I set up the Soviets aggressively to slow the Germans advance. The Germans split into three groups and try to outflank the Soviets.

The issue was very much in doubt for the first twelve turns as the Germans were making slow but steady progress on the road but were having difficulty on the wings. But two turns of pinpoint OBA by the Germans destroyed most of the resistance on the wings and the Germans were able to encircle the Soviet force defending the road. As it was clear this force would soon crack, the Soviets made a mad dash westward. Not only they did punch a hole in the Germans encirclement, they killed a fair number of German steps and were now close to the 15 needed for their minor victory condition.

Not that fulfilling their minor victory would be sufficient for the win - the Germans were also in great position to fulfill their minor victory condition - but it might be enough to hold on to the draw,

The Germans decided they wanted more and told their SPW 251 drivers it was time for action. The SPW 251 led the charge and assaulted everything in sight. Nine out of ten SPW 251 were lost but they tied up Soviets long enough for several units to reach the town.

The Germans assaulted the town on turn 22 (of 24) and took control of a town hex on turn 23.

German Major Victory.

I rate this scenario a "3". I could not rate it a "4" because my use of the SPW 251 as sacrificial lambs lessened my sense of immersion.

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