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 # 9: Hell's Fury I
Tank Battles #21
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 430th Infantry Regiment
Soviet Union 1st "Moscow Proletarian" Motorized Rifle Division
Soviet Union 20th Guards Rifle Division
Display
Balance:



Overall balance chart for TaBa021
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Tank Battles
Historicity Historical
Date 1942-11-30
Start Time 06:30
Turn Count 25
Visibility Day
Counters 155
Net Morale 0
Net Initiative 0
Maps 2: 3, 6
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 185
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Inflict Enemy Casualties
Rural Assault
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Severe Weather
Terrain Mods
Scenario Requirements & Playability
Eastern Front Maps + Counters
Red Warriors Counters
Road to Berlin Counters
Tank Battles Base Game
Introduction

On the morning of November the 30th, 1942, the Soviets faced a desperate situation. The 6th Tank and 2nd Guards Cavalry Corps were trapped behind enemy lines. An all out offensive was hurriedly launched to relieve them. The town of Nikonovo was the first position that had to be cleared.

Conclusion

The attack went nowhere, but the Soviets continued long past the point of any chance of success. The wastage of men and material would continue as long as the generals thought there was any hope.

Additional Notes

Where Red Warriors is shown as a required supplement, Heroes of the Soviet Union will suffice in its place.

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

Display Order of Battle

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

Display Errata (4)

4 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 896

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

(danradz on 2011 May 04)

Display AARs (1)

Tank Battles #21
Author triangular_cube
Method Solo
Victor Germany
Play Date 2023-01-14
Language English
Scenario TaBa021

This is a bit of an absurd one where the Soviets push 60 foot units across a single Geo-Map into a German position to clear the town or eliminate the Battalion HQ and amass a body count.

The Germans decide to not contest map 6 at all, as the Soviets would be able to set up in the same woods. Maximizing approach OP fire is a necessity to slow down the horde. Intent on holding the town until achieving enough kills of their own, and then mounting an armored counter attack once a weak spot in the Soviet blob emerges, the Germans set up along the woods overlooking the road off of 6 on 3, and the rest stack tall in the town itself.

Soviets divide their main force into 4 groups, on in the north, center, and south, with one more pushing up behind the center in reserve. The artillery deploys in safety in the woods. At this point they just begin pushing forward, prioritizing their OBA fire vs movement for FOW and trying to stay coherant to until contact.

Germans focus fire their OBA as the Soviets have 8 morale instead of 7, and start picking apart the groups one by one, first the South, then the North, then the Center. Losses pile up but the Soviets keep moving like a game of space invaders. German reinforcements arrive early and they race down the road, with the IVs going to counter the northern group and the IIIs supporting the woods based infantry line against the Center.

Lucky initiate rolls allow the Soviet Center to pin and pummel 4 steps of IIIFs while the Center Reserve continued the push. The North disintegrated due to OBA and fire, and finally assaults from the IVs. The Soviets abandon the North and push the survivors back into the trees to join up with the regrouping initial Center as the Reserve pushes forward here.

The Southern group makes contact with the German infantry line and starts picking it apart. Those who are not pinned down retreat to form a new line dug in nearby the town. Enough combined OBA and the newly freed up IVs fall down onto the center and the last pushes from the South arent enough to clear the town.

This one is a tough nut to crack for the Soviets even with their mass of bodies as taking towns against densely stacked defenders with OBA is still pretty tough in PZG, but it was a pretty unique experience commanding that many troops in such a small area. Without the snow bogging them down, I think the Soviets win this one.

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