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 #13: Shanaurin's Drive II: Almost at Gorodina
Tank Battles #25
(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 TaBa025
Total
Side 1 0
Draw 2
Side 2 1
Overall Rating, 3 votes
5
4
3
2
1
2.33
Scenario Rank: --- of 940
Parent Game Tank Battles
Historicity Historical
Date 1942-11-27
Start Time 12:00
Turn Count 11
Visibility Day
Counters 52
Net Morale 0
Net Initiative 0
Maps 1: 4
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 146
AAR Bounty 165
Total Plays 3
Total AARs 2
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Reinforcements
Severe Weather
Terrain Mods
Scenario Requirements & Playability
Eastern Front Maps + Counters
Red Warriors Counters
Tank Battles Base Game
Introduction

The 3rd Tank Regiment under Major E.M. Pavlenko was proving to be a top-drawer outfit. They once again had the 1st Recon Battaion under Capt. von Freital trapped, this time in the village of Gorodina. Confident of victory the Soviets started to close the trap.

Conclusion

The Germans avoided disaster by the slimmest of mar­gins. The reconnaissance battalion suffered heavy loses as it was and had to be withdrawn to the Nacha River for a rest. Worse the Soviets had pushed tanks through south of Basino.

Additional Notes

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


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).
  • 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.
  • 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
Soviet Union Order of Battle
Army (RKKA)
  • Mechanized

Display Errata (6)

6 Errata Items
Scen 25

Soviets enter the east edge of board 4

(campsawyer on 2011 Sep 04)
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 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)

Over extended German Panzers
Author campsawyer
Method Solo
Victor Soviet Union
Play Date 2011-09-04
Language English
Scenario TaBa025

Continue with this mini campaign of scenarios in Tank battles. This one is short but decisive one for the Soviets. The Germans are just a recon unit from the 1st Panzer with light panzers only to go up against T-34's and T-60's plus INF and SMG's. There are German reinforcements but they will be too few if the Germans get behind.

The game is all about capturing the town, who ever gets there first will have the edge. The Germans are closer but the initiative is even, so the first turn will be a toss up. In my game the Soviets moved first and moved the T34's, T-60's and SMG's on trucks right into town and occupied all the hexes. This forced the Germans to fight their way in, but they don't have the force. The Germans moved to position leaders for OBA and wait for the reinforcements, but they did not come on board up until turn 6, but by that point the Soviet defense was in place and casualties were high for the Germans, giving the victory to them.

The scenario key is the first initiative roll, if the the Soviets win they have the town and the Germans can't take it without a lot of luck. If the initiative went the other way I could see this being a little closer.

0 Comments
You must be a registered member and logged-in to post a comment.
Tank Battles #25
Author triangular_cube
Method Solo
Victor Draw
Play Date 2023-01-21
Language English
Scenario TaBa025

On the surface this one looks very similar to TB24, except that the Soviets have an even more overwhelming force. Seeing as how decisively they won the last one, this does not bode well.

The good news is they dont start on the board or enter it at any time, according to the scenario which was clearly not proofed. Unofficial errata has them entering from the east, which makes sense, but the end result is that the German reinforcements enter from the Soviet rear? Maybe thats right? Idk, but the scenario as written is non functioning, and as modified by user errata is merely not good.

Soviet VCs say they must control the town and hit a kill number. Seeing as the odds are worse than the last go around where they stood no chance, the German Recon force plays for the draw and scatters, AFVs into the woods, to avoid combat. Their only hope for a draw is if both sides lose, and the Soviets dont get enough kills.

The narrow turn limit and heavy snow make this a straightforward chase scenario with no resolution. Game ends in a draw with only OBA shots making impact. Poorly written VCs combined with obvious set up issues earn this a "1" from me.

0 Comments
You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!
Page generated in 0.298 seconds.