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 #7: Grediakino IV: Persistence
Tank Battles #19
(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 TaBa019
Total
Side 1 0
Draw 2
Side 2 0
Overall Rating, 2 votes
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Tank Battles
Historicity Historical
Date 1942-11-30
Start Time 10:30
Turn Count 25
Visibility Day
Counters 88
Net Morale 0
Net Initiative 1
Maps 2: 4, 8
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 166
AAR Bounty 165
Total Plays 2
Total AARs 2
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Severe Weather
Terrain Mods
Scenario Requirements & Playability
Eastern Front Maps + Counters
Red Warriors Counters
Tank Battles Base Game
Introduction

In desperation the Soviets pushed up artillery and tanks to fire directly into Grediakino. Surely the defenders would be forced to leave as the town was destroyed around them.

Conclusion

At 0200 the Soviets attacked Grediakino. All morning the Soviets fiercely fought to take Grediakino. At 1125 Major Steiger, commanding the battlegroup holding the town, was ordered by his regimental HQ to break?out to the west. In the late afternoon Steiger led those German soldiers capable of walking out of the town and regained friendly lines.

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.

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)
  • Leader
  • Mechanized
  • Motorized
Guards

Display Errata (8)

8 Errata Items
Scen 19

Tank Riders rule is not included in scenario rules like all the others in this series. I believe this to be in error, although there would be very limited benefit to riding the KV-1s in the snow.

(triangular_cube on 2023 Jan 12)
Scen 19

Despite the concluding text describing Major Steiger leading the withdrawal from Grediakino, there is no German MAJ in this scenario.

(triangular_cube on 2023 Jan 12)
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 532

The StuG IIb appearing in the original Panzer Grenadier game had an Anti tank value of 4-7. As of Eastern Front Deluxe (2005), continuing onward through the 3rd and 4th edition games, the anti-tank value has been 4-4.

(plloyd1010 on 2022 Jul 21)
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 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 (2)

Recklessness Required
Author Matt W
Method Solo
Victor Draw
Play Date 2011-03-11
Language English
Scenario TaBa019

I lived in Pittsburgh, Pennsylvania as a child. Pittsburgh is a city built on top of and around a series of ridges in the western part of Pennsylvania. Frankly many of the neighborhoods resemble the terraced rice paddies of China (without the water and with houses, but you get the idea). During my early childhood and before parents were told they were not to permit their children to do remarkably stupid and dangerous stunts, we used to ride wagons down these hills. If you have even tried to steer a wagon you realize exactly how stupid this truly is. No matter how you steer you won't turn, no matter what.

At the bottom of the hill was a line of bushes whose root system was far stronger than our reasoning ability and we invariably ended up in a heap, strewn through the bushes, laughing and picking sticks out of our hair.

As a teenager I remembered this experience as I read Ender's Game by Orson Scott Card for the first time. While I can't imagine that there is a wargamer who hasn't read this novel, if you haven't please do. Many of the sequels get far afield but the original is a tremendous read. In any event, one of the "games" in Ender's Game is a zero gravity capture the flag type game where a critical skill is to think of the enemy's gate (flag) as "down" thus orienting oneself to the task at hand. In one memorable encounter our protagonist manages to "win" the game with nearly all of his troops slaughtered (figuratively, such as the "dead pile" that accumulates on every eastern front PG scenario) but with the opponent's gate (flag) in hand. Seemed similar to our headlong wagon rides in Pittsburgh.

I had forgotten much of this until I had the chance to play a couple of PG scenarios where the objective is to get troops into a town that is down (south) on the mapboard (see, I really did play this one and the preamble does have something to do with the game itself). Fronte Russo #6, the Fall of Petrikovka and the Grediakino (see Heroes of the Soviet Union, Red Warriors and, of course, Tank Battles) battles seem to fit that bill. To keep the Germans from winning the Soviets must throw themselves without caution towards the town, accepting any and all casualties in order to get sufficient force into the town to avoid the German win (control of the town until turn 15).

The Germans set up in a rough semicircle around Grediakino with sufficient force within the town to withstand the assault of any Soviets who made it past the picket line. The Soviets, seeing the inability to maneuver (there is heavy snow on the ground hindering mobility), opted for the strategy that caused Operation Mars to fail, a straitforward headlong assault. They were able to invest but not destroy portions of the picket line, permitting an assault party including five KV-1s and five other platoons of Guards infantry and HMGs to contest control of some of the town. Before this happened though the Germans were distracted by the attack of some 25 T-60s to the east of Grediakino. Although these tanks reached Grediakino their lodgement only lasted 15 minutes before they were removed.

The Soviets had successfully oriented their attack and their reckless assault enabled them to counter the Germans tactical superiority. Given that they could not win the Germans immediately began looking to exit the board to avoid losing 10 steps. The difficulty in pursuing such a strategy is that the Soviets have all sorts of artillery which just can't wait to hit mobile troops out of cover.

A second route to a draw, however, was open to the German. An ahistorical choice but extremely effective. The Germans simply made sure that the Soviets, who had lost substantial numbers of troops, could never establish control over Grediakino. Indeed, the Germans reestablished control over the town later in the game and chased the remaining Soviets troops back north.

In the end analysis, a lot of dice being rolled here. The Soviets took a chance and it paid off. Perhaps they were unlucky to lose so many troops but they were able to get enough troops into place to keep the Germans from winning while the Germans were able to pursue an unexpected strategy to keep the Soviets from winning as well.

I can only imagine the two commanders as children, having just taking that stupid, stupid wagon ride, pulling themselves out of the bushes and asking each other if they wanted to go again.

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Tank Battles #19
Author triangular_cube
Method Solo
Victor Draw
Play Date 2023-01-12
Language English
Scenario TaBa019

One more push for the Soviets to get into Grediakino... German defense is played similar to the other 3, a line of infantry dug in around the edge of the town, with the HMGs and StuGs overlooking the road inside the town. AT guns protecting the flanks from the town, and mortars in the center. They have thinned out though, and this is the weakest defense of the 4.

Soviets set up similar to III, with the BM13s behind the hill and the infantry blob ready to push through the woods (having enough time unlike I and II). KV1s set up to move down the road so they can reach the town this century, albeit with little support. The rest of the artillery park sets up loaded and ready to move to the hill on 4, and with a screen of light tanks and SMG, which will then swing around the German left and try to poach a town hex from the rear if open.

Poaching a town hex is crucial, as the VCs call for controlling Grediakino... not individual town hexes. I took this to mean control the whole darn thing. So one hex gone before turn 15 ruins the chance for a German win.

Early tank duel ends in a major German victory, wiping out all the KV1s by turn 2. Artillery gets set up on the hill and starts blowing apart the Germans while the screen force gets shot up by the AT guns. Infantry makes contact with the Germans who had shifted their screen right to confront the wooded approaches, falling back afterwards to the town itself.

German OBA eventually knocks out the Soviet arty on the hill, and reinforcements drive off the mortars before they themselves falling to regrouping soviets and a rocket barrage. Soviet infantry makes 3 assaults on the town but are unable to eject the Germans from any of the hexes, their first wave being disorganized by friendly fire.

Game ends in a draw with the Germans having weathered the Soviets, and holding the town, but taking too many step losses. They did so before turn 15, but would likely have taken more in a retreat then holding to the town anyway.

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