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
Errors? Omissions? Report them!
Operation MARS #1: Zhukov's Dream
Tank Battles #13
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 2nd Luftwaffe Field Division
Soviet Union 17th Guards Rifle Division
Soviet Union 74th Rifle Brigade
Display
Balance:



Overall balance chart for TaBa013
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
1
Scenario Rank: --- of 940
Parent Game Tank Battles
Historicity Historical
Date 1942-11-25
Start Time 09:00
Turn Count 17
Visibility Day
Counters 66
Net Morale 0
Net Initiative 2
Maps 2: 1, 6
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 158
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Exit the Battle Area
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Severe Weather
Terrain Mods
Scenario Requirements & Playability
Eastern Front Maps + Counters
Red Warriors Counters
Tank Battles Base Game
Introduction

In the early morning hours of 25 November 1942, the Soviets fired a pun­ishing barrage into the German positions in and around the village of Shiparevo. As the last shells fell Colonel Rupin's 74th Rifle Brigade advanced across the snow-covered fields.

Conclusion

The 41st Army's commander had reason to be satisfied. The day's operations had gone well and if a few tanks had arrived to stiffen the German line, it was probably not enough to prevent the advance from continuing tomorrow.

Additional Notes

Counters from Heroes of the Soviet Union may be used in place of those from Red Warriors.


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
  • Unarmored Weapon Carriers: These are unarmored halftracks (Bufla and Sk7/2) or fully-tracked vehicles (Karl siege mortar) with mounted weapons. All are mechanized, except the BM-13 (Katyusha rocket launcher mounted on a truck). They are weapon units, not AFV's, so they are never efficient and cannot be activated by tank leaders. (SB)

Display Order of Battle

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

Display Errata (3)

3 Errata Items
Overall balance chart for 581

HoSU and RW counters were incorrectly printed as 4-7 AT value. Per HoSU scenario book these should all be 4-8

(triangular_cube on 2017 Oct 08)
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 (1)

Tank Battles #13
Author triangular_cube
Method Solo
Victor Germany
Play Date 2023-01-04
Language English
Scenario TaBa013

German LW ground troops deploy around the town in a ring, with their AT guns and mortars in the town itself for protection. The rest are dug in. They face an onslaught of Soviet combined arms... stuff...

But really they just have to hold the town till turn 8 and then turn tail and exit the board immediately south, which takes a turn or two to do. They leave behind the guns as they dont have any transports but with a max step loss of 8, these are irrelevant.

What makes this mechanically broken is the heavy snow rule combined with that turn 8 retreat. It takes the Soviets 7 turns to leg it to the town through the snow (x2 for the HMGs), so they find it abandoned when they reach and lose. They can bring in 3x INF sooner riding the T34s through the snow to the road on 6 and drive into the 88s if they really want, but they wont accomplish anything.

This is one of the many early PG scenarios that clearly were never even put on a table prior to publishing, let alone balanced.

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