Panzer Grenadier Battles on May 18th:
Edelweiss IV #22 - Pale Riders Fall of France 2 #31 - Knightly Combat
Edelweiss: Expanded #16 - Pale Riders Fall of France 2 #32 - They Shall not Pass!
Fall of France 1 #27 - Knightly Combat Fall of France 2 #33 - For God, France and Joan of Arc
Fall of France 1 #28 - They Shall not Pass! Fronte Russo #23 - Barbo' Group
Fall of France 1 #29 - For God, France and Joan of Arc Road to Dunkirk #7 - Surrounded
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Koll’s Counter Attack
Raseiniai #4
(Defender) Soviet Union vs Germany (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for TBRa004
Total
Side 1 3
Draw 0
Side 2 0
Overall Rating, 4 votes
5
4
3
2
1
3
Scenario Rank: --- of 964
Parent Game Raseiniai
Historicity Historical
Date 1941-06-24
Start Time 13:00
Turn Count 18
Visibility Day
Counters 50
Net Morale 1
Net Initiative 1
Maps 2: 4, 5
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 164
AAR Bounty 155
Total Plays 3
Total AARs 3
Battle Types
Inflict Enemy Casualties
Conditions
Off-board Artillery
Scenario Requirements & Playability
Fall of France 1 Counters
Fire in the Steppe Maps + Counters
Raseiniai Base Game
Introduction

Sixth Panzer Division did not have very impressive panzers: a total of 239 tanks, 155 of them Czech-built PzKpfw 35(t) light tanks and while another 47 were the even lighter PzKpfw II. Col. Richard Koll of 11th Panzer Regiment gathered up his panzers and trundled forward to fight the Soviet monster tanks. Nothing in his arsenal was any more potent than the anti-tank guns already lying mangled on the battlefield.

Conclusion

Koll’s light tanks had a speed advantage over the lumbering Soviet machines, and he used that to gain flank shots against the big enemy tanks; it didn’t help. “From three sides their shells hammered against the steel giants,” wrote Erhard Raus, commander of the division’s other battle group, “but the effort to destroy them was in vain. On the other hand, our own panzers very soon began taking casualties, and after a long, futile struggle against the Russian giants, Colonel Koll’s vehicles had to withdraw into covering terrain to escape destruction.”

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).
  • 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
Soviet Union Order of Battle
Army (RKKA)
  • Motorized

Display Errata (4)

4 Errata Items
Scen 4

Both sides are listed as setting up first

(Juiceman on 2022 Oct 18)
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 951

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

(plloyd1010 on 2015 Jul 31)

Display AARs (3)

Tank Battle at Raseiniai, scenario #4: Koll’s Counter Attack
Author JayTownsend
Method Solo
Victor Soviet Union
Play Date 2022-09-15
Language English
Scenario TBRa004

Tank Battle at Raseiniai, scenario #4: Koll’s Counter Attack

I noticed I played this scenario about a year ago and never recorded it, as at the time this supplement hadn't been added yet.

This one looked interesting and didn’t have a lot counters, so was prefect for the time I had. It started out with both side’s Infantry kind of battling it out until the off board artillery and loses blunted anymore of this type of action and the Infantry licked their wounds and took a backseat to the armor engagement, which dominated the last ¾ of this scenario.

The Germans only have two PzIVE units able to standup to a little of the Soviet KV2 & KV1 punishment but not enough to last and the German Pz35t, Pz35tA & PzII and the Soviet T26 & BT5 cancel each other out. The German were only able to takeout one step of KV Russian armor and paid the price for it. By turn 16 the matter was settled and the Germans unit pulled away from the action giving the Soviets a Major Victory. The Last two turns would have only given the Soviets more points and by turn 16, they were winning 34 points to 15 points.

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#4 Koll’s Counter Attack
Author Juiceman
Method Solo
Victor Soviet Union
Play Date 2022-10-01
Language English
Scenario TBRa004

The Germans swarmed around the Soviet Tanks like Bees protecting their hive, trying to set up the crossfire Bonus, which was the only way the German Panzers would have a chance against the Soviet heavy tanks. The Panzers got into position, won the initiative roll on the next turn with a company of Pz35ts setting up the crossfire for the two platoons of PzIVs but alas all four shots bounced off the KV tanks, they would not get a second chance as the Soviet gunners returned fire taking out several German panzers including the PzIVs. The remaining German tanks took out their frustrations by eliminating the Soviet BT & T26 light tanks, the Soviets got a little nervous when they lost 3 out of 4 tank leaders which restricted their movements, but this come too late in the game to be a factor.

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Halt & Roll Back the 6th Panzer, Comrade!
Author treadasaurusrex (Soviet Union)
Method VASSAL
Victor Soviet Union
Participants goosebrown
Play Date 2024-12-17
Language English
Scenario TBRa004

This was a much-postponed 4-session play-through with the wily & unpredictable, Goosebrown, leading elements of the attacking German 6th Panzer Division in the opening days of Operation Barbarossa. I led defending elements of the Soviet 2nd Tank Division. Both sides drew good leader sets, with the Germans having slightly better quality. This was combined arms scenario on two map boards. Thankfully there were NO pesky, towed anti-tank guns in the scenario instructions. Both sides drew better-than-average leaders, with the Boche attackers having a slight edge. However, there was no sign of Colonel Koll, himself.

We used the FOW, consolidation, smoke/illum, hidden units (Russian), excess initiative, recon by fire and extended assault optional rules. German armored units were efficient and the Russians were not. Also utilized were 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 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.

The first session (game turns 1-5) featured a movement-to-contact and immediate armor vs infantry confrontation with Colonel Koll’s attacking battle group in the south forest of the Map 4. Meanwhile a mass movement of panzers cautiously approached from the south swinging west in a curving pattern to the east while sniffing for hidden Soviets units. At length, the Wehrmacht tankers stumbled upon a couple of BT-5 light tanks that they could see and a spirited exchange of AT fire ensued in the woods directly north of the town as the Russians drew first blood. The lead panzer elements in clear terrain north of the town ran headlong into a hail of armor-piercing rounds from four KV-1 platoons stationed in the northern portion of the town. At session end, step losses for the Germans totaled 8, resulting in a decrease in initiative level.

Our truncated, second session (game turn 6 to mid-turn 7) featured the unexpected flight of a pair of BT-7 platoons from, near-certain death in the woods north of the town, as well as an exchange of multiple long-range AT shots. In the south woods, the Germans mounted a massive infantry-based, counter attack that pinned a pair of KV-2 heavy tanks & their accompanying infantry, but at the cost of an overeager Wehrmacht infantry platoon. The updated step loss tally was now 12 for the scrambling Germans, resulting in another decrease in their initiative level. Surprisingly, no Bolshevik steps were lost this session, in what might be turning into a possible Soviet minor victory.

The third session (game turns 7-11) was a dramatic one for both sides with heavy fighting in the south forest and the exchange of many AT shots in the north. Step losses this session were: 8 and a leader captured for the Germans, and 5 for the Russians, including a step loss to an incautious KV-1 platoon. Both sides lost an initiative level in the fierce fighting, though the Wehrmacht managed to seize the initiative 3 of the turns played. Only 7 game turns remain to be played and the current victory point differential is now only 15 in favor of the defending Soviets.

Our fourth session (game turns 12-14) was a horrific one for the Germans, and my worthy opponent chose to concede during the 14th game turn when it was clear that there were no longer sufficient German units to achieve any sort of victory. Final result: a Soviet Major Victory.

This somewhat gamey scenario gets a 3 from me and is in need of a victory condition rewrite. However, it is suitable for SHARED or SOLO play, but as published it is likely a better choice for solitaire play. The more experienced player should lead the Axis side.

Here are some suggestions for improvement in shared play: A. Use the pair of Pz-II light tank platoons as recon units able to see enemy formations in limited terrain from up to 4 hexes away, B. There is no German Colonel Koll in the scenario setup, who is mentioned in the writeup. Select & deploy the appropriate leader counter to play this historic role, C. Deploy the all the Soviet units in hidden mode and use the recon by fire optional rule, and D. The victory conditions should include a geographical objective for the attacking Germans side.

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