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 #4: Grediakino I
Tank Battles #16
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 14th Panzergrenadier Regiment
Germany Heer
Soviet Union 42nd Guards Rifle Division
Display
Balance:



Overall balance chart for TaBa016
Total
Side 1 2
Draw 1
Side 2 0
Overall Rating, 3 votes
5
4
3
2
1
2.67
Scenario Rank: --- of 940
Parent Game Tank Battles
Historicity Historical
Date 1942-11-25
Start Time 07:30
Turn Count 17
Visibility Day
Counters 91
Net Morale 0
Net Initiative 2
Maps 2: 4, 8
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 164
AAR Bounty 159
Total Plays 3
Total AARs 3
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Severe Weather
Terrain Mods
Scenario Requirements & Playability
Battle of the Bulge Counters
Eastern Front Maps + Counters
Red Warriors Counters
Tank Battles Base Game
Introduction

The Soviets launched Oper­ation MARS in a raging snowstorm. The plan was to encircle and destroy large elements of German Army Group Center. The 42nd Guards Rifle Division, with armor support, advanced on the village of Grediakino as part of the opening action of the operation.

Conclusion

The Germans stopped the Soviets cold with very heavy fire. Repeated Soviet attacks were repulsed. By 1130 the Soviets had halted to regroup.

Additional Notes

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

The German StuG IIIg originally had an AT value of 5-8 in the game system, later the AT value was changed to 6-8. The 5-8 AT value would better describe the StuG IIIf, a vehicle which never officially entered the PG universe. For players not using Heroes of the Soviet Union or Red Warriors counters, use 5-8 for the AT values.

Lend-Lease tanks may be downloaded from Avalanche Press. The Soviet player may substitute a close-support Matilda for one of the Matilda pieces if he or she wishes.

Soviet Guards transport counters may be downloaded from Avalanche Press. Otherwise, use RKKA trucks and wagons in place of Guards Wagons as needed.


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
  • Assault Gun: if closed-top, 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
Soviet Union Order of Battle
Army (RKKA)
  • Foot
  • Mechanized
  • Motorized
Guards
  • 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 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)
Overall balance chart for 1146

The M3 Stuart, and other Lend-Lease tanks may be downloaded at: http://www.avalanchepress.com/BorrowedTanks.php

(plloyd1010 on 2011 Apr 15)
Overall balance chart for 896

These units should have a Direct Fire rating of 2-3, just like the RKKA and NKVD counterparts.

(danradz on 2011 May 04)
Overall balance chart for 912

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (3)

Tank Battles: 16 - Operation MARS #4: Grediakino I
Author JayTownsend
Method Solo
Victor Draw
Play Date 2011-07-04
Language English
Scenario TaBa016

I haven’t been into a Tank Battles scenario for a while so I chose this one. I don’t remember when I last played with Penal Troops either and this scenario has lead lease tanks & Bm-13 rocket trucks, so why not play this! The whole scenario was based on control of the town and eliminated units. Neither side controlled the whole town but both sides had enough eliminated steps to achieve a victory status, so it was a Draw. If the Germans hadn’t destroyed a BM-13 unit with off-board artillery, the Soviets would have won this scenario as it counts triple! A straight forward blood-bath scenario and forget controlling those Penal Troops, they are leaderless and just attack!

0 Comments
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Tank Battles #16
Author triangular_cube
Method Solo
Victor Germany
Play Date 2023-01-07
Language English
Scenario TaBa016

Much like the other MARS scenarios, this sees a soviet force marching across mostly open ground in heavy snow under withering fire with a town to take at the end. Also, much like the other MARS scenarios, the Germans rack up a body count without too much trouble.

Germans deploy in an infantry/HMG line dug in in a semi circle around the town, while the AT guns, armor, and mortars deploy within, allowing flexibility to hit the Soviet armor from whatever direction they come. Knowing the Soviets don't have much time, they don't have to worry about flanking infantry so a straight up defense maximizing firepower is the goal.

Soviets mass their INF blob along the road ready to hit as quickly as they can, while the BMs stay out of sight behind the hill, but within range of the Germans. T34s accompanied by riding INF will flank left, and the Soviet Stuarts flank right. Any hope for a win is going to depend on OBA and BMS doing their job. Time limit and snow movement dont really allow much else.

Attack moves forward, with the Soviet artillery concentrating on a HMG stack but gets no return for 3 whole turns of firing. Infantry blob gets broken up by the unsuppressed Germans, and the 37s tear up the stuarts. The T34s get shot up by the Stugs and the whole attack falters on all sides. Better dice would have given a closer result, but it seems unlikely the Soviets take the town here either way. Unique showing of the Soviet stuarts is a plus factor i guess.

0 Comments
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April Fool?
Author Matt W
Method Solo
Victor Germany
Play Date 2011-04-01
Language English
Scenario TaBa016

Finishing a scenario on April Fool's Day invariably will raise a question about the AAR and the results. This one really did end up as a German victory, trust me!!

The Operation Mars scenarios seem to be dedicated to the proposition that the dead pile of Soviet Union units can NEVER be too high. That does not mean that they aren't interesting. In this one, as in the other Grediakino scenarios, a large Guards unit with substantial armor support attempts to take over the town of Grediakino from a mixed force of Germans. The Germans can (and do) dig in in a semicircle covering the immediate vicinity of the town and the Soviets, given the short (17 turn) scenario are compelled to attack straight at the town. The only positives for the Soviets are that the approach to the German picket line will be screened by heavy snow and that once the units can see each other the Soviets really do have a LOT of artillery.

The German picket line is loaded with infantry/HMG stacks and one dug in StuG and the Soviets let their Penal troops advance and take fire while their Guards lag behind. The penal troops are, of course, decimated but manage enough decent morale throws to get into assault with the picket line, permitting the Guards to infiltrate beyond the picket line to the town itself. At the same time their armored thrust swoops in from the west to overwhelm the StuG before being hammered themselves.

At this point the Soviet commander is feeling pretty good with his situation. He has crushed some of the German armor, he has his troops passing through the picket line and the town is about to be invested as well. But (readers of my AAR's know that the other shoe is about to drop), at this point, the German picket line throws off the lightly armed penal troops which had tied them up and the Guards are trapped between the Scylla of the town and the Charybdis of the picket line. Shortly 40+ steps are in the dead pile and the Germans feel comfortable that the Soviets cannot see a situation where they can capture Grediakino.

At turn 14, however, the Germans have lost 12 steps and have a severely dented picket line. The Soviets spend the last hour of the scenario firing artillery at the picket line but cannot cause enough losses to get to get to a draw.

I give it a 2 because as Grediakino "I" there are three others in Tank Battles, each one resembles this one. The situation is interesting because the challenge to the Soviets is quite high but the chance to gain a draw and bleed the Germans is real. Red Warriors deals with the situation mroe reasonably by looking at all four of them together and forces both sides to consider their total resources rather than to pursue a bloodletting right off the bat.

1 Comment
2023-11-25 20:03

Years ago I attended a lecture by Col David Glantz about Operation Mars. Since then I've wished there was a tactical level game featuring this action.

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