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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Caucasian Night
Sinister Forces #9
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 13th Panzer Division
Soviet Union 11th NKVD Division
Soviet Union 26th NKVD Regiment
Soviet Union Novocherkassk Cavalry School
Display
Balance:



Overall balance chart for SiFo009
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Sinister Forces
Historicity Historical
Date 1942-08-09
Start Time 18:00
Turn Count 36
Visibility Night
Counters 120
Net Morale 0
Net Initiative 2
Maps 4: 2, 3, 7, 9
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 160
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Urban Assault
Conditions
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Battle of the Bulge Maps
Eastern Front Maps + Counters
Sinister Forces Base Game
Introduction

In the valleys of the Caucasus, the German 40th Panzer Corps tried to push its way south and southeast. The goals were huge: In one direction lay Tblisi, the region's key industrial center, and in the other Grozny and finally Baku, centers of the Soviet oil industry. To get there, they'd have to capture Pyatigorsk. Unrest had plagued the region since Imperial Russian armies subdued it 80 years before (and still breaks into Western headlines on a regular basis). The Soviet regime had stationed tens of thousands of NKVD troops in the area for years in harsh enforcement of Stalinist principles. Now these forces were summoned to the front to stop the armed opponents of communism.

Conclusion

The Germans fought their way through the cavalry screen and made a night assault on the city. The NKVD border guards fought fiercely for every city block, destroying over a dozen tanks in close assaults and inflicting severe losses on the German Panzer Grenadiers. By dawn, however, Pyatigorsk was clearly lost to the Hitlerites and the NKVD and cadet remnants withdrew under covering fire from a pair of armored trains.


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
  • Armored Trains: see Rule 15.2 ~ 15.22

Display Order of Battle

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

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 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 951

The reduced direct fire value in Kursk: Burning Tigers is 4-4.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 919

This unit has an armor value of 2, per Matt Ward

(plloyd1010 on 2020 Feb 26)

Display AARs (1)

How big is this town, Heinz?
Author Mmookk61
Method Solo
Victor Germany
Play Date 2020-03-17
Language English
Scenario SiFo009

Scenario 9 of Sinister Forces was fairly interesting but turned into a grind at the end.

This was a 4 mapper with the Germans coming in from the north and immediately having to cross a river to clear a Russian Cav battalion set up on the northern two map boards screening the NKVD forces. The Germans decided to clear the two small villages/hamlets of cavalry first before heading south. The victory conditions were heavily dependent on town/city hexes controlled. The Germans eventually were to clear the main town of an NKVD infantry battalion supported by two armored trains on the southern two maps. The two trains headed north early to support the Cav and slowed down the Germans for several turns and caused step losses to a couple of the German armored platoons.

As night was falling the Cav was finally cleared and the trains destroyed. The Germans started to surround the Russian "city" on board 2(the South West board) and a protracted city fight resulted. Eventually the Germans controlled the required 20 city hexes but also lost enough steps to meet one of a Russian minor victory so I ruled it a minor German win.

If the Germans had lost a few more steps of infantry their assaults in the city would probably have run out of steam and it would have left the Soviets with the victory. The last two thirds of the turns were at night which really limited the effectiveness of the German artillery. Several friendly fire episodes were recorded. I gave this scenario a rating of 3, almost 4, due to the grinding night city fight required. It was a dirty exhausting business and glad I was not there in the alleys with them.

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