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
Errors? Omissions? Report them!
Evening Engagement
Raseiniai #8
(Attacker) Soviet Union vs Germany (Defender)
Formations Involved
Germany 21st Infantry Division
Soviet Union 28th Tank Division
Display
Balance:



Overall balance chart for TBRa008
Total
Side 1 0
Draw 0
Side 2 2
Overall Rating, 3 votes
5
4
3
2
1
3.33
Scenario Rank: --- of 1093
Parent Game Raseiniai
Historicity Historical
Date 1941-06-23
Start Time 18:00
Turn Count 16
Visibility Day & Night
Counters 55
Net Morale 1
Net Initiative 0
Maps 2: 5, 8
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 165
AAR Bounty 163
Total Plays 2
Total AARs 2
Battle Types
Inflict Enemy Casualties
Conditions
Terrain Mods
Scenario Requirements & Playability
Fire in the Steppe Maps + Counters
Raseiniai Base Game
Introduction

Between the disruptions of German air attacks, Soviet inexperience and the general confusion of a sneak attack, the planned Soviet counter-attack in Lithuania quickly encountered obstacles. Col. Ivan Chernyakovsky of 28th Tank Division should have waited for 2nd Tank Division to arrive on the other side of the German penetration, but air attacks had already devastated his forces and further delay might rob him of his remaining offensive power. He sent his 55th Tank Regiment forward as soon as it arrived.

Conclusion

Soviet combat reports claim that Maj. Sergei I. Onischuk’s regiment struck the flank of the 1st Panzer Division on its road march, which was certainly the intent of the counter-attack. The attackers instead came upon the 21st Infantry Division, and inflicted serious losses on the foot soldiers but at a cost of nearly half of the tanks committed. The infantry division’s advance had been halted, but the intended attack on the panzer division’s flank while it was stalled by the anti-tank brigade would have been devastating.


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)

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 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(Shad on 2010 Dec 15)
Overall balance chart for 54

The movement allowance on the counters in Airborne is misprinted. It should be "3."

(rerathbun on 2012 Jan 30)

Display AARs (2)

Move North and Attrit the Charging Tanks, Colonel!
Author treadasaurusrex (Germany)
Method VASSAL
Victor Germany
Participants goosebrown
Play Date 2026-02-20
Language English
Scenario TBRa008

This was another fun-filled, but slightly gamey, 2-session battle with the bold & quick-thinking, goosebrown, leading 13 attacking, tank platoons of the Soviet 28th Tank Division, in a 2-map, 16-game turn, shoot ‘em up on the steppes. I led road bound elements of the German 21st infantry Division. The German side drew better than average leaders. The Soviets drew 7 tank leaders, and had no infantry, or artillery support. Oddly, there were no geographical objectives designated in this unusual, conflict simulation.

We used the FOW, smoke/illum, excess initiative and consolidation optional rules, as well as trying these FOUR experimental 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, 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, 3) Small Caliber AT & AA Rapid Fire Optional Rule — All small caliber (<48mm or less) anti-tank (AT) as well as automatic, anti-aircraft (AA) towed or self-propelled artillery units may fire twice in OPPORTUNITY FIRE (OPFIRE) against moving enemy formations using the same rules as apply for personnel units (INF, RIF, GREN, HMG, ENG, et al) when using OPFIRE. For example, British towed or portee 2-pdr AT guns, all 20mm, 25mm, 28mm, 37mm, 45mm, 47mm towed AT guns, and towed or self-propelled 37mm or 40mm AA guns may fire two OPFIRE missions at individual, moving enemy vehicular or personnel unit targets. Units firing OPFIRE may not move or be limbered and loaded in the same turn in which they OPFIRE, and 4) Armored Fighting Vehicle (AFV) Consolidation — Unless prohibited by special scenario rules, reduced 2-step tanks, and other AFV units of the same type, nationality, and morale condition may be combined to form a single, full-strength unit. Both reduced units must start their activation in the same hex and be activated by an adjacent – or same-hex – good order, Tank Leader. This action costs both units all their movement points. Remove one of the units, flip the other to its full-strength side and mark it activated.

Happily, this rule set provided improved playability & simplicity to our play-through.

Our fast-paced, first session (game turns 1-4) featured a broad-front, tactical withdrawal of selected German elements to the east on both maps, closely pursued by quick-marching, Soviet armored units. The Russians drew first blood in adjacent-hex firefights as the Wehrmacht force consolidated their infantry in the center of the battle map, as close the Soviet armor as possible, while their AT gun & IG units deployed to the east. A pair of close assaults began on the second game turn that eliminated 3 steps of BT-7 light tanks, causing Russian initiative to fall two levels in heavy fighting. Soviet reinforcements arrived during game turn 3. The victory point score was 6-3 at the end of the session in favor of the scrambling German side.

The exciting and fun, second session (game turns 5-10) included multiple, adjacent-hex firefights and 4 successful German close assaults on tank platoons in the open. During game turn 7, Wehrmacht troops began forming square with the AT guns and HMG units at the corners. This ponderous formation moved slowly forward to the northeast in pursuit of the slowly withdrawing Russians. After exchanging, sporadic long-range fires, the session abruptly ended when the Soviet side conceded at the beginning of game turn 10. The final step loss tally was: 24-6 in favor of the Third Reich. There were 5 FOW-shortened game turns of the 10 played.

This was a slightly gamey, but extremely fun-to-play scenario, with plenty of decision points and the opportunity for considerable maneuver by the Soviet tank units. I give it a solid 4, and recommend it for both SHARED and SOLO play, though it is notable that the victory conditions do not include geographical objectives. Also note that the more experienced player should lead the initially scattered, Wehrmacht force.

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#8 Evening Engagement
Author Juiceman
Method Solo
Victor Germany
Play Date 2022-12-01
Language English
Scenario TBRa008

Germans set up on the N-S road with no units adjacent, their forces strung out along the road from one end of the map to the other. Good placement of your ATGs & IGs is key for this battle as there is little to no cover, unless you count the fields. Two different Soviet tank forces, without infantry support, attack the German column from the west, unlike similar scenarios the Soviet tank force is made up of T26 & BT light tanks, good match for the three Pak36 batteries and even to the 75mm IGs. The German AT assets made quick work of the advancing Soviets and those that got close enough for extended assault were easily knocked out by the German infantry during assault combat.

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