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!
Hill 192
Panzer Lion #10
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 24th Panzer Division
Germany 46th Infantry Division
Soviet Union 16th Tank Corps
Soviet Union 206th Rifle Division
Display
Balance:



Overall balance chart for PzLi010
Total
Side 1 0
Draw 2
Side 2 0
Overall Rating, 2 votes
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Panzer Lion
Historicity Historical
Date 1944-05-07
Start Time 12:00
Turn Count 30
Visibility Day
Counters 212
Net Morale 1
Net Initiative 1
Maps 4: 15, 23, 25, 6
Layout Dimensions 172 x 112 cm
68 x 44 in
Play Bounty 277
AAR Bounty 165
Total Plays 2
Total AARs 2
Battle Types
Hill Control
Road Control
Rural Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Eastern Front Maps
Elsenborn Ridge Maps + Counters
Panzer Lion Base Game
Road to Berlin Maps + Counters
Introduction

Besides the German fascination with Kalmu Hill, the salient that had developed in front of Hill 192 caused them great concern. Knowing that 24th Panzer lacked the strength to take both high points, the 46th Infantry Division was detailed to support the drive on Hill 192.

Conclusion

The combined pressure broke the 206th Rifle Division, sending them to the rear. Sixteenth Tank Corps was hurriedly dispatched from reserve to restore the situation. They were unable to do so and by nightfall almost all gains bought by the offensive at such a steep price were gone.


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).
  • 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

Display Order of Battle

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

Display Errata (6)

6 Errata Items
Scen 10

In the German minor victory conditions it states...., and more German than Soviets step have been eliminated (tanks count double, truck and wagons do not count).

Presume that's a typo and should read.... and,more Soviet then German steps have been eliminated

(waynebaumber on 2012 Jan 25)
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 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 (2)

Struggle for Hill 192
Author waynebaumber
Method Solo
Victor Draw
Play Date 2012-01-23
Language English
Scenario PzLi010

This is a large scenario played over 4 maps with 38 Gren platoons and supporting arms including STUGs trying to clear a range of hill and two North/South roads against 27 dug in INF platoons with MTR and ART support. The German plan was to overload the right flank clearing all the hills on board 23 and then dig in for a minor victory, if losses had been too heavy then the Germans would sweep over board 25 and try to claim a major victory. The Soviet plan was to sit tight inflict as many losses as possible and hope the the the 16th Tank Corps would arrive promptly. Neither plan worked, the German juggernaut did roll over the Soviet forces on Hill 192 but losses had been to heavy so the option of digging in and holding was not viable. However the Russian's casualties had been massive. The Soviet commander himself had fallen leading a local counter attack, in a doomed attempt to stop the encirclement of Hill 192 and by GT10 all the Germans needed to do was mop up the remaining scattered Soviet forces on Hill 192, regroup and then strike westwards to take the small 40m hill on board 25. Regrettably for the Germans the mopping up and regrouping just took too long, and with the time ticking away the last attack was a hasty uncoordinated affair as the German Grenadiers advanced towards the hill they met accurate fire which drove them to take cover and the attack was called off. The Soviet 16th tank corps did not arrive promptly in fact they nearly missed the battle completely arriving more than 2 hours late, and then losing 4 T34s to the STUGs who had been waiting for them. Both sides had obtained a minor victory, the Soviets had very little chance of recapturing enough hill hexes for a major victory and the German second attack had run out of both steam and time. A cracking scenario, excellent for solo play as the Soviet's have only limited tactical options. Well worth a look.

0 Comments
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Turning Japanese
Author Hugmenot
Method Solo
Victor Draw
Play Date 2012-09-21
Language English
Scenario PzLi010

Played solo over several 1-2 hour sessions.

This is a large scenario - 30 turns, over 200 units. The plan for the German was to split their forces into three groups: one group east, another west, and a smaller central group to flank the first hill to show signs of stress and to prevent the Soviets from reinforcing the hills.

It almost work as the Soviet defense on the northwestern hill was starting to crumble midway through the scenario. But eh Soviets got their reinforcement on the first turn they were available and these fresh troops repulsed the attack and help stabilize the situation.

The Soviets achieve their minor victory condition on turn 21 and it looked like the Germans would be defeated. As step loses did not matter anymore, I had the Germans close in without prepared fire and have them assault every opportunity they had, The Germans troops must have thought they were turning Japanese on this day as they vaporized stacks after stacks of Soviet defenders in no time flat. The certain defeat was turned into a draw on turn 29 and almost into a major victory on the last turn.

Draw!

I rate this one a strong "4" and thinks it plays well solo or ftf over several sessions. It's also one of those scenarios where playing it safe as the attacker and just aim for a minor victory may not be wise as the Soviet artillery will likely inflict many loses on the Germans.

In retrospect, one thing I should have considered was to use the limited available German air support early in the scenario to try to shut down, or at least reduce, the Soviet artillery hiding behind the wooden 40-meter hill. That group bombarded the Germans on the 42 column until almost the very end and their effectiveness was one reason why I believed the Soviets were in a great position until the last few turns.

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