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!
Molodoi Tud River Blues
Red Warriors #8
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 206th Infantry Division
Germany Grossdeutschland Division
Soviet Union 135th Rifle Division
Soviet Union 158th Rifle Division
Soviet Union 242nd Tank Brigade
Soviet Union 28th Tank Brigade
Soviet Union 81st Tank Brigade
Display
Balance:



Overall balance chart for ReWa008
Total
Side 1 0
Draw 0
Side 2 3
Overall Rating, 3 votes
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Red Warriors
Historicity Historical
Date 1942-11-26
Start Time 09:00
Turn Count 216
Visibility Day & Night
Counters 309
Net Morale 1
Net Initiative 1
Maps 9: 10, 11, 12, 15, 19, 2, 5, 6, 9
Layout Dimensions 129 x 84 cm
51 x 33 in
Play Bounty 293
AAR Bounty 171
Total Plays 3
Total AARs 1
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Severe Weather
Terrain Mods
Scenario Requirements & Playability
Airborne - IE Counters
Battle of the Bulge Maps
Eastern Front Maps + Counters
Red Warriors Base Game
Road to Berlin Maps + Counters
Introduction

Marshal Georgi Zhukov ordered the 29th Army to breach the German lines on the Molodoi Tud River and advance south to the village of Urdom. The Soviet 158th and 135th Rifle Divisions, supported by the 28th, 81st and 242nd Tank Brigades, attacked through heavy forests and threw themselves at the German lines. Grossdeutschland Division and the garrisons in the intervening villages of Bortniki, Palatkino, and Briukhanvo were well-prepared for the assault, but Zhukov made it very clear that failure was not an option.

Conclusion

The Soviet attacks on the 26th breached the German lines and took the village of Palatkino, but Grossdeutschland's counterattack on the 27th drove the Soviets back to their original starting line. On the 28th the Soviets bypassed the German village garrisons for a direct assault on Urdom, but German anti-tank fire inflicted heavy casualties and drove them back to the woods.

Additional Notes

The German StuG IIIg originally had an AT value of 5-8 in the game system, later the AT value was changed to 6-8. The 5-8 AT value would better describe the StuG IIIf, a vehicle which never officially entered the PG universe. For players not using Heroes of the Soviet Union or Red Warriors counters, use 5-8 for the AT values.


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).
  • 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
  • Misc
  • Motorized
Luftwaffe
  • Towed
Soviet Union Order of Battle
Army (RKKA)
  • Motorized

Display Errata (11)

11 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)
Overall balance chart for 527

Strongpoints are single step units and can be eliminated with X results like any other single step unit.

(Shad on 2010 Dec 15)
Overall balance chart for 527

The standard mix of strongpoints may be downloaded from Avalanche Press:

http://www.avalanchepress.com/German_Strongpoints.php

This is the standard mix found in Airborne, Airborne-IE, and Edelweiss Expanded. The strongpoint mix in Cassino '44 is different from that of other PG games.

(plloyd1010 on 2012 Feb 01)
Overall balance chart for 527 Strongpoints are affected by the terrain in their hex just like any other unit. Even though they can't move, they can attack using Assault Combat if an enemy unit moves into their hex. They may not dig in or benefit from entrenchments.
(rerathbun on 2014 Apr 21)
Overall balance chart for 532

The StuG IIb appearing in the original Panzer Grenadier game had an Anti tank value of 4-7. As of Eastern Front Deluxe (2005), continuing onward through the 3rd and 4th edition games, the anti-tank value has been 4-4.

(plloyd1010 on 2022 Jul 21)
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)

I need a medal for completing this
Author waynebaumber
Method Solo
Victor Soviet Union
Play Date 2022-01-02
Language English
Scenario ReWa008

After playing a lot of FtF PG, I decided to play someone I can beat for a change. Why I decided though to play the biggest scenario (I think) in my collection is beyond me. A major brainstorm. However with Vasal at least you don't have to worry about storing the game and you can take your time. This one took three months to complete playing for an hour or so every day. The scenario depicts a major Soviet attack during Op Mars, objectives of the attack are to drive the Germans out of various towns and villages and inflict casualties. The scenario uses 9 maps and is 216 turns long taking place over three days in late November 42. The Red Army pushes onto board 12 to attack Bortniki and within the first hour have entered that town in forces, German units withdrawing however losses were heavy, with the Soviet commander having to take cover and reassess the situation (In game turns Lt Col DEM for several turn just and only just surviving German OBDA attention). The battle slowly moves eastward toward the small village of Palatkino, German reinforcements start arriving and three hours after the attack all the Soviet turn 1 units are actually on the board. While the Soviet forces regroup to launch a dual attack on Palatkino (Board 11) and Bruikhanvo (Board 10), the German commander pushes out volunteer FOO's to spot for the German artillery, this is successful in the terms of keeping casualties but soon all the FOO's are captured. The first two attacks on Palatkino are repulsed but by early evening a third attack under the cover of smoke succeeds. However the first push to Bruikhanvo is repulsed by the Stugs and Panzers reinforcements who had been rushed to the area. There was no a lull in the battle with Soviet units regrouping and the German forces digging in around Bruikhanvo. But during the night of 26/27th November the Red Army launches an all out assault on the Bruikhanvo and Plechanova (Board 19) while clearing out the final resistance in Palatkino. Illuminating flares light up the sky and chaos reigns for a while but this ill coordinated night attack peters out at about 0100 hours. The second day begins with the Russian commander concentrating on clearing the woods north of Briukhanovo prior to beginning the major assault on that town. This was a successful operation however a hasty assault on Plenchanvo was repulsed by two reduced Stugs. By 1000 on the second day the GD division had arrived and were being used to reinforce Plenchanvo and launch a counter attack if possible, the Soviet plan was to launch a two pronged attack on Briukhanvo and then plan a second night assault to take Plechanova. In essence the Soviet plan succeeded however it took 32 turns to take Briukhanvo, on the plus side losses eventually were about equal but it was very slow going even using the massive KV2 as a block buster. The night assault though was successful and as day dawned on the 28th November on GT171 both sides took stock. With taking four of the five objective town and putting 123 step losses the Soviet forces were now ahead in VPs and could take cover in the towns and await their final reinforcements. The German having inflicted 226 step losses could be proud of their efforts but were too weak to mount any attack to take one of the lost villages. Therefore a Soviet victory. I have rated this game a three, however during the game there were moments of great excitement and a real feel for operating large forces to gain certain objectives, but on the downside there were game turn specially at night where the only rolls being made were to rally troops and wait for FOW. In fact this game shows that FOW is such an important part of PG specially in large games that only the truly sadomasochistic would not play with Fog of War in a scenario of this size. This scenario is worth playing in many ways but boy its a bit of a slog.

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