Panzer Grenadier Battles on December 3rd:
Black Panthers #12 - Champagne Breakfast Heavy Metal #3 - Black Princes
Carpathian Brigade #4 - Fraternal Assistance Jungle Fighting #41 - Patrol Action
Conquest of Ethiopia #39 - Addis Ababa - Djibouti Railway VII Siege of Leningrad #9 - Winter Wonderland
Errors? Omissions? Report them!
Partisan Spring
Sinister Forces #13
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 5th Panzer Division
Germany Kampfgruppe Haehnle
Soviet Union 1st "Zhabo" Partizan Regiment
Display
Balance:



Overall balance chart for SiFo013
Total
Side 1 3
Draw 0
Side 2 0
Overall Rating, 2 votes
5
4
3
2
1
4.5
Scenario Rank: --- of 940
Parent Game Sinister Forces
Historicity Historical
Date 1942-05-24
Start Time 07:00
Turn Count 40
Visibility Day
Counters 66
Net Morale 0
Net Initiative 0
Maps 4: 1, 4, 5, 6
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 145
AAR Bounty 171
Total Plays 3
Total AARs 1
Battle Types
Rural Assault
Urban Assault
Conditions
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Eastern Front Maps + Counters
Sinister Forces Base Game
Introduction

The Soviet winter offensive in the Vyazma sector relied on airborne drops, partisan attacks and division-sized cavalry raids against German rear areas. For months afterwards, pockets of resistance remained behind the front lines, relying on local sources of food, abandoned Red Army supply depots and air drops for subsistence. In preparation for their summer offensives, the Germans attempted to "clean up" thier front lines by eliminating the large Soviet forces still sitting in their rear areas, as the Soviets prepared to break out and return to their own lines.

Conclusion

The partisans contained substantial numbers of Red Army stragglers from divisions shattered during the fall campaign. Guided by NKVD officers and cadres, they fought with enthusiasm and surprising skill. The Germans made their geographic objectives, but at substantial cost in lives and vehicles. Here and elsewhere on the central front, panzer divisions would be tied down fighting partisans instead of participating in the grand "Operation Blue" offensive to the south.


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

Display Order of Battle

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

Display Errata (3)

3 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)

Display AARs (1)

Partisans
Author petermc
Method Solo
Victor Germany
Play Date 2007-04-17
Language English
Scenario SiFo013

Russians defending in mixed terrain of swamp, woods and a small town. 4 boards. Forces are almost entirely PAR infantry (5-1), with some elite forces OMSB thrown in (9-1) and sparse MG and a single mortar.

Germans are attacking with a small but effective force, 8 inf, 3 mg, 2 pzIVe and 2 pzIIIf, plus 2x16 offboard.

They have 40 turns (fairly long) to clear 2 full boards of all partisan control.

With roads and tanks, you'd think this would be a game of German movement vs. Partisan ambushes, but instead, it is (quite realistically) almost entirely a scenario of movement. If the PAR units ever just squat down to fight they will lose all of their steps in 3-5 turns at that location, max.

So they have to delay, move, threaten, stay out of harm's way, but close enough to victory control locations to threaten to move back into them. Interesting scenario.

It might be a bit grueling to have to play the PAR forces, depending upon your mentality, but with the OMSB units you can threaten to take out German tanks in close combat so you can have some fun too.

Very interesting, well crafted scenario. I played 12 turns last night and the Partisans conceded most of the woods on board 6 and fell back to the swamp and town. The German assault has plenty of time to organize, so the PAR forces need to consider some new movement (just sitting in the town will allow the Germans to overcome them with plenty of time to spare).

The Germans have cleared board 6, although the Partisans didn't contest it so that isn't saying a whole lot...even so it took a good 18-20 turns to fully clear.

Action is heating up on the swamps of board 1, and the bulk of the German forces are closing in on the town and remaining woods of board 1.

However, a Soviet NKVD and Partisan flanking force, featuring 3 OMB (9-1) units, tried an end run via board 5 (in order to threaten messing up the VCs by getting to a woods hex on board 6). The Germans dispatched two platoons of PzIVEs and a full company of infantry. You'd think that would have been enough?

Well I messed it up. I took a chance at running the tanks forward to block a potential end run movement. The OMB demoralized a PzIVE by opportunity fire--then won the initiative next turn, assaulted, and rolled a 6! Damnit! A whole platoon gone...German init. dropped by 1, and for victory the tank counts as 6 steps lost (if you lose 12 steps or more you can't win).

So that hurt.

But still the Germans are closing the ring. The OMB units got knocked down in a counter-assault from the German company. All of this fine action took place in hex 0805 on board 5. Call it the swamp gap...the Germans won't soon forget it.

Looking back, my Soviet setup in this match was terrible...in my current game I think the Germans will eek out a win. But with a better Soviet setup (more spread out, with movement and retreats better considered), I think the Soviets can win this scenario.

The Germans will gnash their teeth over whether to use the armor in combined assaults in the woods, or as mobile police to keep other Partisan units from flanking you or leaking out.

This is a very well designed scenario...no special rules and yet it has a distinct, partisan operations feel to it.

The Germans were going to clear the boards and earn a Major (while the Soviets would only get a minor with 12 step losses having been inflicted)...but I played it out just to be sure.

On the last activation of turn 40 I nailed the last Soviet step! Talk about balance. Technically the German major trumps the Soviet minor, a win.

However, upon reflection I realized that I didn't track German movement closely enough, and it is possible they didn't move through every woods hex on board 6 (there are alot of them). In fact, I'm pretty sure they missed a couple, and they started the game as all Soviet controlled.

If I had taken the time to move correctly through every hex, I probably wouldn't have won at the end, so this reverts actually to a Soviet minor win.

In a rare fit of stuborn-ness I set it up again, and I am rethinking the opening moves. Terribly interesting scenario here. Given the control victory condition I think you do need to create tank/inf stacks to clear the woods as quickly as possible.

The 3.0 swamp rules probably help the Germans a little, but I'm using them anyway (just to keep up with standards).

0 Comments
You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!
Page generated in 0.303 seconds.