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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Panzer Maus
Secret Weapons #12
(Attacker) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 20th Panzer Division
Germany 516th Heavy Panzer Battalion
Soviet Union 20th "Zvenigorodskaya" Tank Division
Display
Balance:



Overall balance chart for SeWp012
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 1 vote
5
4
3
2
1
5
Scenario Rank: --- of 940
Parent Game Secret Weapons
Historicity Alt-History
Date 1945-08-01
Start Time 06:30
Turn Count 24
Visibility Day
Counters 166
Net Morale 1
Net Initiative 0
Maps 4: 14, 16, 18, 21
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 192
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Exit the Battle Area
Inflict Enemy Casualties
Meeting Engagement
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Scenario Requirements & Playability
Iron Curtain Counters
Road to Berlin Maps + Counters
Secret Weapons Base Game
Introduction

The lumbering Maus would not have made much of an impact in a renewed German blitzkrieg - but such fresh offensives only lay in the mad dreams of Germany's supreme leader. Having to maneuver against the "hordes of Russian tanks" would have put the Maus at an extreme disadvantage.

Conclusion

Soviet superiority in tank production would be difficult to overcome with very good new tank designs, let alone an engineering abomination like the Maus. Where the Soviets looked to the battlefield as the source of their inspiration, German designers understood that the real battlefield lay in the realm of bureaucracy and purchasing. From that standpoint, the Maus project was an enormous success for Porsche and Krupp.


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
  • Self-Propelled Artillery: do not provide the +1 Assault bonus, even if closed-top (SB)
  • Anti-Aircraft Weapon Carrier: apply a -1 modifier to an air attack if within three hexes of the targeted hex (15.14).
  • 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).

Display Order of Battle

Germany Order of Battle
Heer
Soviet Union Order of Battle
Army (RKKA)
  • Motorized

Display Errata (5)

5 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)

Display AARs (1)

Giant Was Indeed, a Mouse
Author Retiredgrunt17
Method Solo
Victor Soviet Union
Play Date 2018-01-01
Language English
Scenario SeWp012

The Soviets set up covering both left and right, with armor and infantry both in mobile groups. The Germans went heavy to their right, looking to use the Maus as a battering ram. The Soviets used the cover of woods, hills and towns as much as they could to negate the German firepower. The Germans struck first, killing a platoon of JS3s. But, Soviet OBA and Air took a huge toll and the Soviets were able to reorient their armor. The Maus aren’t maneuverable, but their big guns took a toll also. The Soviets just had more and with a combination of OBA, air and armor ravaged the supporting German elements. Two Maus platoons were added to the butcher’s bill. Great scenario, but the more flexible and varied Soviet assets won the day.

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