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
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Operation MARS #3: The Struggle for Urdom
Tank Battles #15
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany Grossdeutschland Division
Soviet Union 343rd Rifle Brigade
Display
Balance:



Overall balance chart for TaBa015
Total
Side 1 0
Draw 1
Side 2 1
Overall Rating, 2 votes
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Tank Battles
Historicity Historical
Date 1942-11-30
Start Time 09:00
Turn Count 37
Visibility Day
Counters 149
Net Morale 1
Net Initiative 0
Maps 3: 1, 2, 6
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 191
AAR Bounty 165
Total Plays 2
Total AARs 2
Battle Types
Road Control
Urban Assault
Conditions
Off-board Artillery
Severe Weather
Terrain Mods
Scenario Requirements & Playability
Airborne - IE Counters
Eastern Front Maps + Counters
Red Warriors Counters
Tank Battles Base Game
Introduction

General Zygin was very worried. The night before, Marshal Zhukov had very clearly explained to him what happened to generals who failed. The plan he and his staff came up with was very simple. He would tak the infantry and his remaining tanks and pus them through the German positions to take the village of Urdom.

Conclusion

The Soviets forced the Germans out of Urdom, but failed to control either road leading into town. Both sides suffered horrific casualties. Over 50% of the Soviet armor was knocked out and the proud Grossdeutschland Division had to be pulled out of the line for rest and refit.

Additional Notes

Counters from Heroes of the Soviet Union may be used in place of those from Red Warriors. Battle of the Bulge counters can be used in place of those from Airborne.

There is no counter for SdKfz 10/4 in the 'Required Games' for this scenario. Use a counter from another game, or use a 20mm mounted on a SPW-251 per the Scenario Special Rules. (Treat as one unit; the gun may not be unloaded)

This scenario was updated in 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).
  • 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
  • Anti-Aircraft Weapon Carrier: apply a -1 modifier to an air attack if within three hexes of the targeted hex (15.14).
  • 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).
  • 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
  • Motorized
Soviet Union Order of Battle
Army (RKKA)
  • Motorized
  • Towed

Display Errata (6)

6 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)
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 (2)

A bloody struggle indeed!
Author waynebaumber
Method Solo
Victor Draw
Play Date 2013-05-01
Language English
Scenario TaBa015

Played solo over three sessions, this three mapper has large Soviet forces with good armour support trying to not only take Urdom but clear the main east-west road of all German units. The German's also have tank support excellent off board artillery and better morale. The German infantry are ski equipped and therefore more mobile than their Red Army Counterparts. The Soviet's also have Rocket artillery, to nullify this its important that the German occupy the 40m hill to the north of Urdom thus able to call on counter battery fire on the Stalin's organs should they fire. The Soviet plan was to encircle the town clear both roads and should time permit launch an assault on the town. The German commanders plan was to delay the Soviet flanking attacks,inflict casualties and then possibly counter attack in order to deny road hexes to the Soviets. Should the Germans lose 20 steps they can not win so minimizing losses is also a German priority, Both plans worked to some extent, and also both plans failed. The Russian flank attacks forced the German units to give ground and the T34's once again proved more than a match for any German armour, inflicting some losses early on. However it was slow going and after 3 hours hard fighting only the eastern road had been cleared. The plus for the Russkies was that German losses had been heavier then predicted and by game turn 22 the magical 20 German step loss had been reached. The only winner now would be waving a Red Flag. The Russian commander perhaps overly enthusiastically ordered a general advance into a hail of fire, here the German artillery proved very accurate (on 3 consecutive turns double 1, double 6 and double 1 again resulting in 6 step losses), German HMG fire from the town also caused losses and the T60 tanks were badly mauled by long range anti-tank fire. Still at last the northern hill was taken and Soviet forces with T34's leading the way had encircled the town. As a back stop defense the Germans had dug in a 37 A/T and GREN right on the board edge this would have to be dealt with if the Red Army was going to claim the victory. A company was sent scurrying westwards to deal with this roadblock but once again well aimed fire slowed then stopped the advance eventually two T34's supported the attack and succeeded in destroying the roadblock and its garrison. But this had left a gap in the line and the surviving PIII's took full advantage breaking out of the town on the last turn and retaking several road hexes. The result a draw. A draw is perhaps the most likely result as it is hard to see the Germans not losing 20 steps in a 37 turn game. Soviet losses were 72 steps to the Germans 26 steps hence the title of my report.

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Tank Battles #15
Author triangular_cube
Method Solo
Victor Soviet Union
Play Date 2023-01-06
Language English
Scenario TaBa015

German VC of limiting to 20 step losses seems fairly unlikely to be achieved, and hence the lack of balance here. Otherwise the VCs are fairly unique and allow for a fluid game, as the Soviets must target 3 objectives, and both sides have unique advantages. Soviets have numbers and heavy rocket artillery. Germans have mobility via skis (i played as if they could move the full allowance on the snow, although this probably isnt strictly correct), defensible terrain, and lots of OBA. They also have a 40 level hill that can spot the BM13s wherever they fire and drop a finger of death on them if the Soviets dont take this hex first.

Germans deploy with their tanks in firing positions in the woods along the road on board 6 (roads being critical due to heavy snow. Really only the T-34s can do anything off the road). The tanks are supported by the ski troops and the 50. The 50 will be sacrificed, but the skis plan on falling back once the Soviet blob closes.

Soviets set their KV1s on the road, ready to drive up the middle, supported by their massed blob of infantry. The T-34s, rode by SMGs will push around the flanks and close a vice around the sides. Given the time limit it might actually work. The T-60s will flood through the woods with infantry support and figure out something useful to do onece some AT guns get knocked out.

The German plan falls apart almost immediately. They lose the early tank duel of PZIVs vs KV1s, and the blob shakes the OBA (lots of 7s), enveloping the skiiers before they can get away. The T60s join in and mop up pretty much the entire wrecked force in the woods, while the T-34s wipe out the artillery spotter on the hill and sweep around the town securing the western road. Left with their HMGs, ENG, and oddities, the Germans put up a stiff fight in the town, but Soviet rocket artillery, and massed armor adn infantry push through and get a major victory.

Germans rolled poorly and Soviets rolled well at the start, otherwise this would have been much closer. I think a few tweaks to the German VCs (dropping the step loss from the minor win maybe) could produce a "5" here.

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