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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Nikitinka Station
Red Warriors #17
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 1st Panzer Division
Soviet Union 37th Mechanized Brigade
Display
Balance:



Overall balance chart for ReWa017
Total
Side 1 0
Draw 1
Side 2 2
Overall Rating, 3 votes
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Red Warriors
Historicity Historical
Date 1942-12-01
Start Time 09:00
Turn Count 30
Visibility Day
Counters 131
Net Morale 1
Net Initiative 2
Maps 6: 1, 14, 15, 5, 6, 8
Layout Dimensions 86 x 84 cm
34 x 33 in
Play Bounty 180
AAR Bounty 171
Total Plays 3
Total AARs 1
Battle Types
Road Control
Urban Assault
Conditions
Reinforcements
Severe Weather
Terrain Mods
Scenario Requirements & Playability
Eastern Front Maps + Counters
Red Warriors Base Game
Road to Berlin Maps + Counters
Introduction

The Soviet 37th Mechanized Brigade had racked up a string of successes against the 1st Panzer Division, and was coming close to its goal of cutting the vital Belyi-Vladimirskoe road. Thinking on his feet in a crisis, Colonel Holste, commander of 1st Panzer Division's 37th Artillery Regiment, formed a combat group of various elements and headed out to recapture the key position of Nikitinka Station from 37th Mechanized Brigade.

Conclusion

The Soviets were ejected from Nikitinka Station. The odd force had done a good job for the Germans. The Germans' ability to improvise small battlegroups kept the situation from getting out of hand. A day or two of rest was sorely needed by both sides, but wasn't likely to happen.


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

Display Errata (2)

2 Errata Items
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 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)

Display AARs (1)

Red Warriors, scenario #17: Nikitinka Station
Author JayTownsend
Method Solo
Victor Soviet Union
Play Date 2012-05-03
Language English
Scenario ReWa017

This scenario looked great on paper with all kinds of armor and infantry types, no off board artillery but the Soviets do have on board artillery with: BM-13 Rocket trucks, 120mm & 82mm mortars compared with very little for the Germans. The Russians also have more armor with some big KV-1’s and they have reinforcement on turn 7 if not earlier. The movement is slowed by deep snow and the Soviets setup on the maps but six hexes away from the east edge, so the Germans can actually get to the town hexes of Nikitinka first but in disorder. Most of the fighting takes place on maps 1 and 5, as the two victory conditions are there; the town and the north-south road.

Most of the fighting bunched up on map #1, the Nikitinka Station. The Germans entered the town hexes and fired at the very close, approaching Soviets but the Soviets kept their heavy armor in front: KV-1’s & T34A’s followed by their Infantry but lead by rocket and mortar fire that had a one, two, three punch. The Germans used their PzIII & PzIV types of armor to try and slow the Soviets armor down but there was just too many, too close, too fast and once the German Armor and halftrack were taken out of the picture, the Soviet took their time and slow eliminated the Germans heavy weapons and infantry until they had both the road and the town in their control for a major Soviet Victory. It didn’t hurt to have some reinforcements of: T-34As, BA-10M’s and another SMG unit & Leader as well.

I haven’t had a Soviet victory against the Germans in a while, so it felt kind of good. The Soviets did need all 30 turns in the scenario. I am not sure if the Germans can get a major victory in this scenario, maybe a draw at best if their armor shots well, as they do not much of any artillery support but it’s kind of a fun scenario to play.

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