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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The Bloodiest Fight
Red Warriors #20
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 14th Motorized Division
Germany 6th Infantry Division
Soviet Union 16th Guards Rifle Division
Soviet Union 28th Separate Tank Regiment
Soviet Union 81st Tank Brigade
Display
Balance:



Overall balance chart for ReWa020
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 Red Warriors
Historicity Historical
Date 1942-12-13
Start Time 12:00
Turn Count 30
Visibility Day
Counters 198
Net Morale 1
Net Initiative 0
Maps 6: 15, 2, 3, 6, 7, 8
Layout Dimensions 86 x 84 cm
34 x 33 in
Play Bounty 199
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Breakout
Rescue
Conditions
Off-board Artillery
Severe Weather
Terrain Mods
Scenario Requirements & Playability
Eastern Front Maps + Counters
Red Warriors Base Game
Road to Berlin Maps + Counters
Introduction

As Operation Mars stalled, only Maj. Gen. A.I. Zygin's 39th Army showed any signs of success. German counterattacks isolated the 39th Army's armored spearhead, mostly tanks of 81st Brigade, and Zygin ordered fresh divisions to break through to rescue the trapped tankers. Preceded by a four-hour bombardment, the 16th Guards Rifle Division assaulted the positions held by the 11th Panzer Grenadier Regiment. "The battle raged," wrote one German survivor, "and the earth, covered by a maelstrom of fiery iron fragments, trembled." Operation Mars had only a few days more to run, as even the most optimistic Soviet commanders began to recognize the waste of men and materiel as pointless.

Conclusion

The Soviet attack made only minimal gains, and could not penetrate the German lines. But by disrupting the German defenses, the attack did give the trapped tankers the chance they needed to break out of their encirclement and return to the Soviet lines. The Germans pulled back in hopes of re-organizing their own battered units, but Zygin gave them no peace and attached the next day, this time with more tank support.

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.

Soviet Guards transport counters may be downloaded from Avalanche Press. Otherwise, use RKKA trucks and wagons in place of the Guards counters as needed.


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)
  • Foot
Guards
  • Motorized
  • Towed

Display Errata (5)

5 Errata Items
Scen 20

Soviets only get VPs for exiting RKKA units from the 81st Tank Army (the units that set up at the southern end of the map.)

(Shad on 2010 Apr 29)
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 896

These units should have a Direct Fire rating of 2-3, just like the RKKA and NKVD counterparts.

(danradz on 2011 May 04)
Overall balance chart for 887

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

(danradz on 2011 May 04)

Display AARs (1)

Well I messed that up!
Author waynebaumber
Method Solo
Victor Germany
Play Date 2023-08-21
Language English
Scenario ReWa020

This scenario has an interesting situation, the Soviet 81st Tank Brigade is encircled behind German line the 16th Guards have to breakthrough and rescue the entrapped tankers. Facing the Soviet relieving forces are elements of the 14th and 6th German Infantry divisions. The Germans set up first and have to cover the Northern and Eastern approaches to the town where the tank units are. What the Soviets should do is probably chose one point to attack and commit all their forces to that point. Alas I actually split the forces into three groups which enabled the German unit to defeat each attacking column in turn. On GT5 the Red Army commander had been killed by artillery this initially had little effect but as new filtered through the command chain the assault definitely wavered, and by GT8 the result of this battle was in little doubt. I actually played on for another 12 turns to see if any forces could be rescued and in fact 2 BT7 tanks did make to safety however the rest of the 81st Tank Brigade was eliminated along with 75% of the relieving forces. Not the Red Army's finest hour. The main issue with this scenario is the imbalance in forces German units not only outnumber the Soviet forces they have massive OBDA which can lay 2 x 55 Bombardments per turn enough to cause casualties every two turns given average dice. I certainly did not play the Soviet side well but this is scenario is a very tough ask for the Russkies. Ok for solitaire play though

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