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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Mounted Mischief
Red Warriors #11
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 5th Panzer Division
Germany 9th Panzer Division
Soviet Union 3rd Guards Cavalry Division
Display
Balance:



Overall balance chart for ReWa011
Total
Side 1 3
Draw 1
Side 2 0
Overall Rating, 4 votes
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Red Warriors
Historicity Historical
Date 1942-11-28
Start Time 11:45
Turn Count 0
Visibility Day
Counters 40
Net Morale 0
Net Initiative 2
Maps 2: 3, 5
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 125
AAR Bounty 159
Total Plays 4
Total AARs 3
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Reinforcements
Severe Weather
Terrain Mods
Scenario Requirements & Playability
Eastern Front Maps + Counters
Red Warriors Base Game
Introduction

Along with other units of 2nd Guards Cavalry Corps that had managed to filter through the lines of the XXXIX Panzer Corps, Col. M.D. Iagodin's 3rd Guards Cavalry Division became surrounded by hordes of counterattacking Germans. Ordered to continue attacking west while 20th Army tried to relieve the encircled force, the depleted division sent its troopers off again to attack the German positions based on the village of Karpovo.

Conclusion

The troopers of 3rd Guards Cavalry Division temporarily drove the Germans back, but increasing pressure forced an end to the foray. Badly depleted by fighting, with only one of its regiments still functioning as a combat unit, on the next morning the remnants of 3rd Guards Cavalry Division came under the command of the neighboring 20th Cavalry Division.

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
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.

Display Order of Battle

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

Display Errata (7)

7 Errata Items
Scen 11

Might want to add here that the game turn length is completely variable, an event on the map triggers a change of orders to withdraw from the battlefield (fairly common in earlier PG random event tables) and the game ends when the last Soviet unit exits the map.

(larry marak on 2015 Nov 16)
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 486

The Pz IVe appearing in the original Panzer Grenadier game had an Anti tank value of 4-7. As of Afrika Korps (2002), continuing onward through the 3rd and 4th edition games, the anti tank value has been 4-4.

(plloyd1010 on 2016 Jul 25)
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 887

Direct Fire values should be 5-1. Ignore misprints.

(danradz on 2011 May 04)

Display AARs (3)

Cavalry Charge to Oblivion
Author thomaso827
Method Solo
Victor Germany
Play Date 2015-04-18
Language English
Scenario ReWa011

This interestng little scenario has a group of Russian Guard cav attacking just about equal German infantry force with a 37mm AT gun and a 20mm AA gun defending a town on board 3. Deep snow slows down all offroad movement, and there is a chance for both sides to get reinforcements during the game from a list of options, but must roll a 6 when the time comes to try to get them. Germans are allowed 2 dug in stacks to start but I opted for all but the 20mm AA and an infantry to start on the south side of town and that 20mm and infantry in the woods nearby. Russians have to enter from the south edge east of the north-south road but can get access to it quickly and can be ready to charge the town on turn 2. During this game the Germans ran with the luck. Russians got the initiative much of the time, even having 3 actions to start several, but it was the Germans who got the first and only reinforcements, and that happened on turn 4, at which point the Russians had taken enough casualties to start the mandatory withdrawal, giving them just 5 turns to get everyone off the board to the south. The units that actually made it off were the demoralized cav and leaders who fled and just kept going. All good order units and leaders who had attempted to assault the town died to a man by the end of turnh 9, the last turn allowed after the withdrawal. Germans lost 2 steps, Russians 15 steps and leaders for a big German win.

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A strange and curious little scenario
Author waynebaumber
Method Solo
Victor Germany
Play Date 2012-11-08
Language English
Scenario ReWa011

I have had my eye on this scenario for a while because of the curious VC ,random reinforcements and there is no set number of turns, having examined the scenario thoroughly I believed a German win most likely so instead of giving Herr Hughes an easy win I played it solo. The VC are based on how many undemoralized steps are on the board for each side at the end of the turn if Soviets have double then they win, if the Hun have double the Soviets must withdraw and if they have lost 8 steps or more they lose. The Soviets also win if the control all the town on board 3, not a likely occurrence but possible. What makes this game "interesting" is that both side roll for reinforcements and also roll on a table for what these reinforcements are. Now the Germans roll on all even number turns, with a six meaning reinforcements arrive, the Soviets roll every three turns also needing a six. It does not take a degree in Maths to work out that Germans will get more reinforcements than the Russians. The Germans start with 17 steps on the board 2 more than the Russian, so should they roll a 6 on turn two followed by a double one or 11 on the reinforcement table the Soviets have to withdraw straight away, they have 5 turns to withdraw and the chances of losing 8 steps are small so it is possible by turn 3 that the game is all over. Hmm I can imagine if this was a FtF game there would be a few comments made on the choice of scenario! Of course the above is not likely to happen, which brings me to another point with the game ending only on a Soviet victory of 5 turns after a Soviet withdrawal this could be a long haul the rules don,t cover what happens when night starts to fall or if there are not reinforcements available of a certain type. Likely with Soviet Ldrs and CAV would be once again this would be a rare thing but possible. As to my game I decided the Soviet CAV would skirt around the town and then head North in a bid to attack any German reinforcements and also to avoid any casualties. The Germans did get reinforcements on GT 4 and it was a whole company of INF with HMG and AT support, this nearly caused a Soviet withdrawal straight away. The Soviet commander foolishly tried to close with this group and in fact caused some disruption and even a demoralization then disaster with 3-1 initiative the Soviet commander though he could move adjacent to the German troops and then next turn after winning the initiative close in hand to hand combat. Needless to say in a mirror image of what happens in my FtF games the Soviets use initiative the Germans rally, their OBA hits the CAV, the CAV demoralize and the s..t hits the fan. But wait the Soviet's roll a six and get some reinforcements could this swing things round, no a lone T34 wanders onto the board. The German player now went on the attack and destroyed 3 CAV steps thus causing the withdrawal, the lone T34 wanders off the boards. The surviving CAV desperatly make for the East but are caught by accurate artillery fire and rifle fire casuing more losses and disrupting units which are then caught in assault and destroyed by GT 9 its all over. *This scenario try's to be too clever for its own good and there are a lot of unanswered scenario questions only some of which I have covered. There is a way for the Soviets to avoid defeat or at least make it harder for the Germans. But I will let others work that out. As a fun game its OK but highlights once again AP's poor scenario development particularly in more older games. *

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Looks Interesting, But No
Author plloyd1010 (Germany)
Method VASSAL
Victor Draw
Participants unknown
Play Date 2023-02-23
Language English
Scenario ReWa011

First off there are a lot of typos and omissions in the scenario text and information. Fortunately though, experienced players should have no trouble resolving them. We played this scenario with my rewritten rules and double-blind. Our reinforcement dice rolls secret too.

I draw the Germans for this scenario. Since Soviet victory revolves around controlling the town, I set up a hedgehog defense with most of my force in the town and a small contingent in the woods, to prevent a covered approach. Nothing to do now, except hang on and wait for reinforcements.

The Guards cavalry did not conveniently charge across the bridge toward the town, not that I really expected him to. Rather he circled around the woods and used some of his force to probe through the woods toward the town. My pickets observed the Soviet cavalry coming through the woods. After a brief bit of gunfire the probing cavalry withdrew. The balance of the Soviets moved to the northern part of the map.

On turn 8 I finally get some reinforcement. An infantry platoon, armored car and an infantry gun come on the north road. The armored car escorts the infantry gun into the town, then runs back to help the infantry, who has been delayed.

The cavalry is closing in. The first charge is mostly stopped by a lucky 20mm burst from the town. As the INF and AC start to withdraw, the second cavalry charge hits home. The horsemen overwhelm the little force, but equally lose 4 steps doing so. Fire from the town accounts for 2 of those.

Those losses and a demoralized cavalry troop (yes the Russians call platoon level cavalry troops) brought the number of on-board undemoralized Soviet steps to 9, half of mine. So the 2nd Cavalry orders a general withdrawal. Even if the demoralized and disrupted Soviet steps do not make it off the map, I would not have caused enough casualties to win. Since I still control the town, my opponent doesn't win either. Game ends with a draw.

The scenario initially looks very interesting. The slow rate of reinforcement and the fact that the Soviets need a high risk ploy in the beginning make this scenario either very brittle or a long slow death.

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