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 #12: Shanaurin's Drive I: Chicherinka
Tank Battles #24
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 1st Panzer Division
Germany 1st Panzer Reconnaissance Battalion
Soviet Union 37th Mechanized Brigade
Soviet Union 3rd Tank Regiment
Display
Balance:



Overall balance chart for TaBa024
Total
Side 1 1
Draw 1
Side 2 6
Overall Rating, 7 votes
5
4
3
2
1
2.71
Scenario Rank: 862 of 940
Parent Game Tank Battles
Historicity Historical
Date 1942-11-27
Start Time 14:00
Turn Count 14
Visibility Day
Counters 25
Net Morale 0
Net Initiative 1
Maps 1: 3
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 135
AAR Bounty 147
Total Plays 8
Total AARs 5
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Severe Weather
Terrain Mods
Scenario Requirements & Playability
Eastern Front Maps + Counters
Tank Battles Base Game
Introduction

Out of the blinding snow appeared the hard-driving men and machines of the 3rd Tank Regiment under Major E.M. Pavenko. The defending recon troopers instinctively knew trouble was at hand.

Conclusion

A vicious little battle developed for the village of Chicherinka. The Germans were finally forced out with light losses. But Shanaurin did not plan to stop here. Glory awaited.


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
  • 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).
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.

Display Order of Battle

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

Display Errata (2)

2 Errata Items
Overall balance chart for 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)
Overall balance chart for 993

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (5)

And now for something smaller (or why SSR's matter)
Author campsawyer
Method Solo
Victor Draw
Play Date 2011-09-02
Language English
Scenario TaBa024

After the big game with scenario 11, this super small one was just the ticket for a evening. A small game, 14 turns and a handful of counters, but lots of fun. Why? SSR's for visibility, snow and victory conditions make it worthwhile. You will need to think about the attack and the defense and watch out that you don't get spotted too early. You only have a few counters and all matter.

For counters there are some T34's and Panzers, BM-13's and armored cars, and infantry and OBA too. Morale is even and just 2 leaders each side the "flip" is important. Germans get good leaders with bonus while the Soviets do not.

Victory conditions are town control and maximize enemy casualties. The Soviets are a nominal attacker and the Germans are defending. The Germans get the setup and position for their units in the town with Soviets opting for the woods north of town.

The Soviets move first the Soviet LT moves to the woods edge to try and spot for the OBA and BM-13's. The Germans spot this advance and blast him with OBA, disrupting him. The Soviet LT still spots an INF and halftrack and calls in OBA. It hits the him for a demoralization on the INF. The German lets the Soviet continue to push for the town. The T-34 emerges from the woods looking to take on the PzIIIf and Sdkfz-222 given its advantage.

The German tanks know to stay back from the T34 and try to position back into the town so that the Soviets will need to bring up the T60's to try to crossfire. The Soviet doesn't bit and just move his SMG's up to the woods edge.

The next turn brings Soviet OBA on the INF and the Germans countering on the Soviet LT with no effect on both. The Soviet SMG's move to attack the demoralize INF while the halftrack try to OP fire and disrupts one SMG. The German continues to let the Soviets advance and the T34 take up position on the pesky halftrack. The Germans are pinched and he has too commit the other INF to somehow get close to the T34. It moves to the town edge and waits to move up. The Germans continue to await the attack but the Soviets have had enough for this turn.

The next visibility gives a break to the Germans and the T34 cannot see the halftrack, but Soviet OBA hits the disrupted INF (recovered in prior turn) and hits the INF again and demoralizes it, but friendly fire hits the SMG's looking to assault. Morale checks are passed and they look to finish off the German INF, but there point blank fire misses. The German tanks look to reposition back to the east edge of town. This gives the T60s a chance to move up and threaten the west edge of the town. German OBA hit the SMG's and demoralize both of them. A few more activations end the turn.

The game is full into action with demoralized and disrupted units but no kills yet. That changes in this turn. First the Soviet OBA hits the demoralized INF, reducing them, but friendly fire hits the SMGs again and this time reduced one due to demoralization. The Germans look to recover the demoralize reduced INF, they fail and move back but the Soviet T34 see's an easy kill with the halftrack. It kills it and wishes it was one hex closer to the PZIIIF. The PzIIIF move back to the west of town and looks to attack the T60's. Seeing this they move back and the Germans hit the the SMG's with OBA, resulting in a step loss and the reduced unit goes. The other demoralized SMG survives. A second SMG group moves up with the Captain to the west of the town ready to assault the PzIIIF, the Sdkfz-222 moves to support a defense.

The next turn has the SMG's going after the German tanks. It is an even assault and both sides score morale checks and the Soviets with them staying in good order and the tanks disrupting. German OBA comes down on the assault disrupting the Soviet SMGs. The T34 and the T60's move to position to fire on the assaulted tanks. The Germans move the other halftrack into defend the assaulted hex with the Soviets try to recover the other SMG.

The next turn was key and the Germans with the initiative. The German OBA comes down on the assault hex and score a step loss. The remnants disrupt, but the Soviet Captain is mortally wounded, crippling the attack. But the Soviets fire the T34 at the PzIIIF, totally destroying it. The Germans take a gamble and move the halftrack and Sdkfz-222 out of the assault and the free fire misses. The Soviets get one town hex.

The next turn the Soviet infantry tries to recover but fails and is hit by German OBA, demoralizing them. The Soviet T34 moves closer to the town to try to support the demoralized INF. The other German INF moves to assault the T34 but is hit by T60 OP fire, but they pass there morale check. Recovers are attempted but fail.

Closing on the end of the game the Soviets have one town hex but have lost most of their SMG's and a key leader. The Germans have lost their armor but still have infantry. Soviet OBA fire into the town without effect. The T34 moves to the one town hex to support the infantry and try to get another, but they will not get the whole town. The Germans hold the town but cannot get enough Soviets killed. In the end a draw.

In the end the slow movement and visiblity made it hard for the Soviets to use their advantage in armor and made it harder to get there SMG's in postion. With the Germans controlling the town they could shift their forces quickly to respond to the Soviet attacks.

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Tank Battles: 24 - Operation MARS #12: Shanaurin's Drive I: Chicherinka
Author JayTownsend
Method Solo
Victor Germany
Play Date 2003-09-01
Language English
Scenario TaBa024

Tank Battles: 24 - Operation MARS #12: Shanaurin's Drive I: Chicherinka

I found my notes for this scenario I played years ago, so I am just now recording it. It is kind of a small maneuver scenario that I got very lucky with, winning as the Germans. I will have to try this one again, as on paper it favors the Soviets but it’s a very quick play, so it’s fun to setup and play a scenario in 30 minutes.

I will try this one again, as 2003 was a long time ago!

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Tank Battles: 24 - Operation MARS #12: Shanaurin's Drive I: Chicherinka
Author JayTownsend
Method Solo
Victor Soviet Union
Play Date 2011-07-04
Language English
Scenario TaBa024

I needed to try this scenario again, as in 2003 I had a Major German Victory but this time around I had a Minor Soviet Victory. Neither side controlled all the town hexes but the Soviets lost 6 steps and the Germans lost 10 steps and as per the victory conditions, the Soviets receive a Minor victory and the Germans fell one step short of achieving a minor victory.

There is nothing really special about this scenario but the make-up of forces is kind interesting and because it’s only 14 turn with 20 units total not counting leaders, you can set this up and play it pretty fast. It’s kind of fun to try different approaches or strategies. Visibility, snow movement and off-board artillery can factor into this battle as well. Certainly worth a play or two.

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Setup Too Close for Comfort - Godless Horde Splatters Hapless Recon Battalion!
Author treadasaurusrex (Soviet Union)
Method VASSAL
Victor Soviet Union
Participants Tankodactyl
Play Date 2023-01-21
Language English
Scenario TaBa024

This was a 2-session, online, play-through with a fellow Armor type who clearly understands maneuver warfare, but is relatively new to PG. Tankodactyl resolutely played the defending German recon element commander, and I had the attacking Red Army combined arms task force in this "immediate action drill" of a scenario. Setup was almost adjacent to each other, and the German side was made up of comparatively fragile SPW, early war Pz-III tanks, and some armored car units.

The Germans player would be lucky to get a knife-edge draw out of this merciless shoo t'em up. We used the glorious extended assault, smoke/illum and excess initiative optional rules in this one - and skipped the FOW. This time, neither of us were doing penance and both had tanks in our ranks! It was a refreshing change of pace for me and this was a fun-filled encounter, with flawed victory conditions that was not properly play tested. In spite of another batch of crummy leaders drawn, the Soviets shot the daylights out of the near-hapless, Germans in this outing. The Axis only needed to eliminate 7 steps in this one and they only managed to destroy 5. Soviet automatic weapon fire (SMG) was predictably deadly in close range fire fights, and assaults this time. Surprisingingly, I only threw 3 combat 7-die rolls -- there Germans threw 4. The Soviets had a great time killing the scuttling SPW halftracks and the T-34 platoons had a field day eliminating brave-but-doomed, counter attacking Pz-IIIF units, while losing only a single step of light tanks. A complete Soviet triumph ensued, and it was clear by the end of game turn 5, that the ill-fated, German force was on the ropes.

As others have insightfully reported, there is only a minimal chance for the Germans to do better than a draw, even if very well-led and favored by the PG fates. I give this fast-paced, but deeply-flawed scenario, a VERY generous rating of 3. Probably this one should be a SOLO-only play. German recon units are notoriously fragile and no real match for T-34s and a fast-moving attack,

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Tank Battles #24
Author triangular_cube
Method Solo
Victor Soviet Union
Play Date 2023-01-20
Language English
Scenario TaBa024

This is a short one that gets right into the action with units starting potentially adjacent to each other. A small recon force of Germans are up against a moderate combined arms Soviet force and really look to be fighting for the draw. The Germans can withdraw themselves, and head south off the board, which would result in a quick Soviet Minor Victory, and looking at the force matchup, this honestly is probably their best outcome.

I didn't as I figured they should try to achieve their required 7! step losses before fleeing. There probably is some meta decision here about only leaving enough of the force in the town to try for the 7 step losses, while fleeing off the map with the most brittle SPWs on turn 1 but I don't have a firm feeling on that.

Anyway, the Germans set out an infantry screen within the northern border of the town, and the rest file in behind and out of LOS of the BA-10ms and T34s, hoping to stay alive long enough to do something. The Soviet SMGs stack x3 with hopes to assault turn 1, while the armor sweeps west, and the BAs sweep east to contain the 222s which otherwise could strike at the Soviet motor pool (likely 4 of the 7 steps if the Germans ever win or draw this one).

Soviets win init, and assault on turn 1 causing as step loss and the German defense goes downhill from here. The tanks complete their sweep and enter the town and start dispatching the SPWs while the PZIIIfs make a suicide charge into assault to tie up the T34s while the rest fire at the SMGs while they are out of assault, having cleaned up the half step surviviing Germans on turn 2.

From here they just knock out SPWs each turn till they are gone and the Germans fold up.

No real chance for the Germans that I can see unless I'm missing some magic factor in the VCs. Recon stuff in PZG is just too brittle to get much done.

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