Panzer Grenadier Battles on October 24th:
Afrika 1944 #22 - PAKfront Leyte '44 #12 - Flying Wedge
Fronte Russo #9 - Potemkin Village Leyte '44 #13 - Failure at Buri Airfield
Red & White #28 - Bastion
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Solyankin’s Attack
Raseiniai #2
(Attacker) Soviet Union vs Germany (Defender)
Formations Involved
Germany 6th Panzer Division
Soviet Union 2nd Tank Division
Display
Balance:



Overall balance chart for TBRa002
Total
Side 1 2
Draw 0
Side 2 1
Overall Rating, 4 votes
5
4
3
2
1
3
Scenario Rank: --- of 1093
Parent Game Raseiniai
Historicity Historical
Date 1941-06-24
Start Time 05:00
Turn Count 22
Visibility Day & Night
Counters 94
Net Morale 1
Net Initiative 0
Maps 2: 1, 4
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 175
AAR Bounty 157
Total Plays 3
Total AARs 3
Battle Types
Exit the Battle Area
Inflict Enemy Casualties
Road Control
Conditions
Off-board Artillery
Reinforcements
Scenario Requirements & Playability
Fall of France 1 Counters
Fire in the Steppe Maps + Counters
Raseiniai Base Game
Introduction

After a lengthy approach march conducted under German air attack, the Soviet 2nd Tank Division reached its assembly areas during the night of 23-24 June. When dawn came, Maj. Gen. Egor N. Solyankin sent his tanks forward against Battle Group Seckendorff of 6th Panzer Division. The Germans had halted to re-supply and despite reports of the approaching tank columns from air reconnaissance, and somehow managed to be taken by surprise.

Conclusion

The German anti-tank gunners withheld their fire until the Soviets advanced to within point-blank range, at which point their shells bounced off the thick hides of the big Soviet tanks. While 6th Panzer Division had a company of the new 50mm anti-tank guns, these were deployed with the division’s other battle group and Seckendorff had only the older weapons. The Soviet tankers drove right at them, grinding the guns and often their crews under their treads; the motorcycle troops broke when their battalion commander received the same treatment.

Additional Notes

Functionally, all Pz38t's used from Fire in the Steppe are Pz38a(t)'s, according to the GSR. Fall of France counters are to fill out the Pz35(t) counter requirement.


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
  • 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).
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.

Display Order of Battle

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

Display Errata (8)

8 Errata Items
Scen 2

Soviet OOB lists 5 KV1 tanks but in my FiS counter mix there is only 4 KV1 tanks and all the other scenarios for this study call for 4 KV1s.

(Juiceman on 2022 Sep 25)
Scen 2

German Reinforcements start rolling on Turn Five (0700) that should read 0600 since the First Turn is listed as starting at 0500 or Game start is 0600

(Juiceman on 2022 Oct 18)
Scen 2

As published, German reinforcements include 4 x Pz-35t units with armor values of 3. This is incorrect, as the units should be Pz-35tA tank platoons with an armor valuesof 2. To correct this, the reinforcement list should read: 2 x Pz-II and 7 x Pz-35tA units..

(treadasaurusrex on 2025 Feb 10)
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 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 (3)

#2 Solyankin’s Attack
Author Juiceman
Method Solo
Victor Soviet Union
Play Date 2022-09-01
Language English
Scenario TBRa002

Soviet players should be licking their chops for this scenario, they have 6 KV tanks and nothing the Germans have can really KO those tanks unless they get the crossfire bonus but even then, it is not a sure thing. The Panzer Panic did not have the desired effect, as only a couple of German units became disrupted or demoralized, but for other gamers the outcome might be different.

In the end the Soviets overran 4 batteries of Pak 36 ATGs and a company of German motorcycle troops, but the going was slow at first with German OBA & Op Fire causing heavy casualties among the Soviet infantry, the 7/6 morale did not help either. The Soviets reached two of their objectives for a minor victory but were not able to clear the N-S road.

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Whoops!
Author Grognard Gunny (Germany)
Method VASSAL
Victor Soviet Union
Participants treadasaurusrex (AAR)
Play Date 2025-02-10
Language English
Scenario TBRa002

Definitely misplaced my AT guns. Had a bit of a problem with the high armored Russian KV 1s and 2s. Could not, for the life f me, figure out how to negate them and with the even sneaky T-Rex as an opponent, he did not make a mistake. Mea culpa.

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Push the Reinforced German Recon Battalion Back, Major.
Author treadasaurusrex (Soviet Union)
Method VASSAL
Victor Soviet Union
Participants Grognard Gunny (AAR)
Play Date 2025-02-10
Language English
Scenario TBRa002

This was a 5-session play through with the cunning & consistently entertaining, Grognard Gunny led defending recon and anti-tank elements of German Battle Group Seckendorff of the 6th Panzer Division in this meeting engagement-style battle in relatively open terrain on 2 maps. I led stolid elements of the Soviet 2nd Tank Division in this early-war scenario. The Germans drew a good batch of leaders, while the Russian leaders were middling. To secure a major victory, the Soviets must: 1) exit the west map edge with at least 10 steps of good order tanks, 2) eliminate more German than Soviet steps (AT guns & tanks count double) and 3) ensure that no German units occupies a hex on the north-south road. This will be hard nut for the combined arms Russian force to crack with the possibility of an entire German armored battalion arriving as reinforcements from the south sometime after Game turn 5.

We used the FOW, consolidation, smoke/Illum (None for the Russians), excess initiative, strategic movement and extended assault optional rules. We also used these 2 house rules: 1) Road Movement for Mechanized & Foot Units - All FOOT & MECHANIZED units may move on roads at the rate of 1/2 of a Movement Point (MP) per road hex, just like MOTORIZED units, and 2) Standardized Movement for Mechanized Units — All mechanized units may move through clear hexes at a movement cost of only 1 movement point (MP) per hex, instead of 1 1/2. Add one to this cost if moving up, across, or down slopes hexes.

Our initial session (game turns 1-2) featured a 2-pronged Soviet movement to contact, commencing before dawn in the north (right flank) with an armor-only approach, and the south(left flank) with a very strong combined arms approach that seized the 7-hex town in the center of Map 04 by the end of the second game turn. Panzer panic struck hard that same turn, and multiple German units disrupted or demoralized at first sight of several platoons of advancing KV-2 and KV-1 heavy tanks.

The second session (game turns 3-5) was focused on the consolidation of the attacking Russian infantry & mortars in the 7-hex town, as well as the Soviet Doctrine-Rule-required, mad rush of heavy tanks to close with, and assault any AT guns that they could see. A single 37mm AT gun platoon was eliminated this session as the Bolsheviks drew first blood in an armored close assault. All 10 steps of good-order Soviet tank units moved off the west edge of the battle map, achieving one of the 3 Soviet objectives, and the German reinforcements were delayed.

Our third session (game turns 6-8) was a grim one for the defending German side with 10 step losses, a 2-level decline in initiative and a leader captured. Unexpectedly, a demoralized KV-2 platoon was decimated by the Soviet Kommissar who personally executed half the unit’s nonconforming, tank commanders after the unit failed to recover its morale. Ironically, all Russian casualties to this point were the result of political assassination rather than enemy bullets, shells or bayonets!

The action-packed, fourth third session (game turns 9-11) was a very grim one for the defending Wehrmacht with the loss of 11 steps and another officer. The German armored reinforcements finally arrived on the south edge of the battle map during game turn 10. This led to a bloody exchange of armor piercing fire and some accurate OBA strikes by both sides, resulting in the German initiative level collapsing. Fierce fighting in a series of adjacent hex firefights continued along the north-south road, around 1 kilometer north of the Soviet-held, 7-hex town on Map 4. A lone, Russian BT-5 scuttled off the northwest corner of the battle map to complete the exit of required 10 steps of tanks. The updated victory points at the end of this session were now: 22 for the Soviets and 3 for the embattled Jerries.

Our costly, fifth third session (game turns 12-15) featured continued accurate At and close range direct fire. By mutual agreement we ended the game at the start of the 15th game turn with a Soviet minor victory with only 2 of their objectives fulfilled. Casualties were again, very heavy, with a combined 11 steps lost (2 Soviet & 9 German) by the end of the session.

This was a gamey & unnecessarily complex scenario with too many special rules, that was enjoyable when played with a determined & flexible opponent. It merits consideration for both SHARED and SOLO play, with the caveat that the more experienced player should manage the, harder-to-lead, attacking Soviets. I give this one a rating of 3, and recommend a rewrite to simplify both gameplay and the victory conditions.

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