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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Forward Again
Romanian Soil #8
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 24th Panzer Division
Soviet Union 16th Tank Corps
Display
Balance:



Overall balance chart for RoSo008
Total
Side 1 2
Draw 0
Side 2 0
Overall Rating, 2 votes
5
4
3
2
1
4.5
Scenario Rank: --- of 940
Parent Game Romanian Soil
Historicity Historical
Date 1944-04-12
Start Time 09:00
Turn Count 30
Visibility Day
Counters 231
Net Morale 0
Net Initiative 0
Maps 4: 10, 16, 19, 25
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 211
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Road Control
Urban Assault
Conditions
Off-board Artillery
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Battle of the Bulge Maps
Eastern Front Counters
Elsenborn Ridge Maps + Counters
Red Warriors Counters
Romanian Soil Base Game
Road to Berlin Maps + Counters
Introduction

The German counterattack totally frustrated the Soviets, but two days later they had reorganized their forces and were ready to push forward again. Their main effort would fall on the small village of Totoesti, held by Lt. Gen. Maximilian von Edelsheim's 24th Panzer Division, a converted cavalry division with a poor fighting record. Edelsheim had greatly improved the division's performance, but he would need his troops to exceed that standard if the Axis line was to hold.

Conclusion

The initial Soviet assault by a brigade of tanks and one of motorized infantry broke through the German lines and threatened to unhinge the Axis position. But Edelsheims's troops reacted promptly, rolling to the sound of the guns with the division's reserve battle group. The Germans pushed the Soviets back to their starting positions, and by nightfall all of the fighting positions held that morning once again contained German armored cavalrymen.


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).
  • Prime Movers: Transports which only transport towed units and/or leaders (May not carry personnel units). May or may not be armored (armored models are open-top). All are mechanized. (SB)
  • 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
Luftwaffe
  • Towed
Soviet Union Order of Battle
Army (RKKA)
  • Motorized

Display Errata (6)

6 Errata Items
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 41

All SS PzIVH tanks should have a movement of 8.

(Shad on 2010 Dec 15)
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 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)

Ubermensch, or Nietzsche would have been proud.
Author Matt W
Method Solo
Victor Germany
Play Date 2011-08-20
Language English
Scenario RoSo008

This scenario has a little bit of everything. Both sides get to attack and defend, both sides have buckets of armor, the Soviets have a ton of artillery and the Germans have leaders. In the end analysis, the leaders made the difference. But, as in most PG scenarios it is the little things that make the difference; in this case, leader draws.

The game starts out with a huge force of Soviets (54 platoons of infantry and 12 of armor types) attacking two battalions of infantry supported by two platoons of assault guns. The goal of the German force is to delay and cause enough disruption, demoralization and losses to the attacking Soviets to permit their reinforcements (which arrive around the middle of the scenario) to push the Soviets back. The historical note indicates that the Germans were successful in this endevour.

The Soviets have four goals. Clear the north south road to the first town, take that town, which lies astride an east west road, clear the east west road, take the eastern town and cause German losses. In the end the Soviets were only able to cause the German losses, having taking massive losses of their own to do it.

In order for the Soviets to win they must push forward hard (thus the title "Forward Again"). The coming German reinforcements are quite powerful (Panthers, late model Mark IVs and mechanized infantry with the APC firepower) and if the Soviets are not in defensible positions when these reinforcements arrive, the Germans while sweep them off the battlefield.

The Germans decide to play for time and set up four delay points along the north south road. The first is a small detachment containg some GREN and a 75 IG. This is swept away by the Sovets within an hour. The second is a stronger force including 4 GREN platoons, 1 HMG and 1 50mm AT, overlooking the road from a wooded rise, another GREN platoon is hiding in the light woods along the way to the town and nearby the town an assault gun is dug in. In the town itself and to the east are substantial forces including the 88mm and the mortars. Defending the eastern side of the board are two companies of infantry, the remaining assault guns, the other 50mm AT and some decent leaders. These forces are split between the large hill to the north and the town to the south. They do not expect to be involved early but they are in place to delay the Soviets if they choose an indirect approach and will joing the counterattack as it develops.

The initial entry for the Soviets was notable and by turn 4 it seemed as though they would be able to push on to the town. They entered with their entire force straight down the north south road and quickly disposed of the first blocking force and had invested the larger blocking force on the wooded hill. Unfortunately for the Soviets the Germans had two of their better leaders, a captain and a sergeant, both with "2" morale modifiers. This force would remain in place and cause severe delay and losses until 3 turns after the entry of the German reinforcements and even then both leaders were able to escape. More on this later.

The lone platoon was destroyed by Soviet armor but the road was blocked by 8 burning T-34s dispatched by the assault guns dug in in the fields to the northwest of the town. As the leaders and troopers continued to hold out to the north the Soviets were not able to bring sufficient force to bear on the town and the forces and leaders there were able to keep the Soviets from any lodgement in the town (two INF platoons did get into the town but were chased out by the German engineers within 15 minutes).

The German reinforcements arrived immediately (on the first possible turn) and began pushing the Soviets in the fields and woods to the northwest of the town. It was during this counterattack that the Soviets acheived their one victory condition for German losses. Unfortunately the Soviets proved too disorganized to be able to counterattack in any meaningful way and the final tally remained one victory condition for a German major victory.

The real victory, however, was the survival of the larger delaying force for over four hours. The reinforced company faced over a regiment of Soviet infantry and 6 platoons of T-34s and did not fail. They were ultimately overwhelmed as they were too close to the road to permit the position to remain in place and their position overlooking the road was too dangerous to the softer targets in the Soviet force. This endurance was almost entirely due to the two high morale leaders and in fact the only real degradation of the position happened after both leaders had been demoralized (on rolls of "12") and fled the area.

This is a wild affair with both sides having 70-120 combat units. The Soviets have a huge superiority of force early on but they must be successful in getting into the town on the north south road. If they are unable to capture a lodgement there, they will have real trouble with the arriving reinforcements. With everything that is happening, even though in my play the early failure of the Soviets was clear and the effects crushing to the Soviet hopes, the mix of forces, the hilly and varied terrain, I give it a "5". I can't help but think of what the Soviets might have been able to to had the German leaders been a little less "supermen"

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