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 #14: Shanaurin's Drive III: The Beachhead
Tank Battles #26
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 1st Panzer Division
Germany 1st Panzergrenadier Regiment
Soviet Union 37th Mechanized Brigade
Display
Balance:



Overall balance chart for TaBa026
Total
Side 1 0
Draw 0
Side 2 2
Overall Rating, 2 votes
5
4
3
2
1
1.5
Scenario Rank: --- of 940
Parent Game Tank Battles
Historicity Historical
Date 1942-11-27
Start Time 09:00
Turn Count 19
Visibility Day
Counters 120
Net Morale 0
Net Initiative 0
Maps 2: 13, 2
Layout Dimensions 86 x 28 cm
34 x 11 in
Play Bounty 173
AAR Bounty 165
Total Plays 2
Total AARs 2
Battle Types
Covering Action
Exit the Battle Area
Inflict Enemy Casualties
River Crossing
Conditions
Off-board Artillery
Reinforcements
Severe Weather
Terrain Mods
Scenario Requirements & Playability
Eastern Front Maps + Counters
Red Warriors Counters
Tank Battles Base Game
Introduction

The 37th Mechanized Brigade hustled forward to cross the Nacha River while the arriving Panzer Grenadiers unloaded and when directly into combat along the valuable Belyi-Vladimirskoe Road.

Conclusion

The 1st Panzer Grenadiers reduced the size of the beachhead but couldn't eliminate it. They then stopped the second attack cold. It was with a great deal of luck that the Panzer Grenadiers had arrived at the right place at the right time. But Shanurin still had his beachhead and fighting spirit. The attacks would continue in the morning.

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

Display Errata (5)

5 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 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)

Winter Beachhead
Author campsawyer
Method Solo
Victor Soviet Union
Play Date 2011-09-05
Language English
Scenario TaBa026

An interesting scenario and one of the first I have played with the Airborne map used with other maps. They are not very compatible, with roads not matching and no SSR's on in the scenario, it makes it hard to play. But I just played it as is all the terrain existed. As for the battle it was interesting as the Soviets needed to maintain a set amount of troops across the river and the Germans need to prevent this and have clear lines of fire from the north to the south of the board. I had to read the VC's several times before I understood it.

As for the forces the Soviets have the edge, more troops, tanks and the setup. Morale was even and the "flip" of the leaders favored the Germans. The Germans will enter the board from the south on board 2. There is heavy snow which slows off road movement, so the Germans will advance up the road, even though the Soviets are heavily defending the town.

The advance starts with the German infantry moves on first to close on the board 2 town. Heavy Soviet OP fire disrupts some units but German leaders keep most in good order. German OBA tries for the units in the town but has no effect. Soviet BM-13's open on the German AT's and mortars disrupting some. The Germans continue to close on the town against heavy OP fire. The Germans weather the fire and next turn should be able to assault the town. But BM-13's come crashing in and demoralize the main assault force of INF and HMG's Germans counter with their OBA reducing a Soviet HMG. Other German units fan out from the road to try to the flanks of the town, but OP slows them down too. Soviet armor starts to maneuver out of town to attack the lone German tank before the reinforcements arrive. German AT's are in position to cover the flank but they are at long range and will not get an opportunity to close the range with the tanks on the move.

Next turn, has the Germans closing one the town and recovering the main assault force. The Soviets try to slow them but their fire is weak and the Germans are back into the battle. The T-34's move out from the town into the heavy snow and slowing work their way down to the Germans. Long range German AT fire misses and the lone German panzer (I know there are PZII's but they are not effective against tanks) maneuvers for a better spot. OBA and Soviet rockets miss their targets.

The German assaults begin with three separate assaults into the town. The first one score a demoralization on an HMG and INF, second get locked in combat with results and the third reduces a Soviet INF. Good start for the attacks. The Soviets look to reinforce the assaults with other INF's. German AT guns find its mark on a Soviet BM-10M but Soviet OBA demoralizes on AT gun.

The assaults continue with the Soviets coming out on the short end. Two hexes are cleared and the other is still locked in combat. The Soviets commit the T-34s to stopping the advance and they start to do it by reducing a German INF and demoralizing the rest of the stack. German OBA coming in and hits Soviet reinforcements to the assault hexes.

The mêlée stays general in the town for the next couple of turns. Several German INF's are disrupted and demoralized and will need to recover before they continue. The big change is the the T-34's cornering the lone German panzer and it is lost to AT fire. The German reinforcements appear and move up the road to take on the Soviets. But the Soviets are getting the edge in the town and the German infantry needs more an more recover rolls. By the end of the game the German has most of the town but the Soviets still have well over the required number of units and win the game.

A couple of items make this sub pair, the maps and the victory conditions. The Airborne map was not used and really doesn't match up well. The VC's are odd and need a lot of though to figure them out as the Soviets must be reduced below the required units fire and then the German needs to line up his troops, without losing too many units. To me this was just too many odd items in this scenario.

0 Comments
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Tank Battles #26
Author triangular_cube
Method Solo
Victor Soviet Union
Play Date 2023-01-22
Language English
Scenario TaBa026

As has already been mentioned by others, board 13/201 doesnt gel well with the other geo maps. The size doesnt line up, the roads dont line up, and no one quite understands why there are hedgerows in Russia, but thats a minor concern. This entire scenario will take place on board 2 unless the Soviets put some throwaway troops on board 13/201. Thats not at all why this scenario gets a "1".

Scenario has a combined arms German force entering from the southern road on board 2 against a Soviet combined arms force that sets up anywhere east of the river (river on board 13/201). There sits the problem. Now, rule 16.53 (dust off those rule books) will let the Germans spread out their entry IF the Soviets set up on that single entry hex. So they don't. They set up 2 3xSMG stacks adjacent and flanking the entry hex, and 2 2xHMG+1 INF stacks adjacent and in front of the single entry hex. Then they run a circle of T-34s behind it for AT coverage.

Germans can only enter in this one hex, as their entry is not strictly blocked per 16.53. A very broad reading of that rule would still place them entering adjacent to the death stacks. So the Germans walk on the board, die, rinse and repeat. Thats it, thats the scenario. Gamey as ever, but I'm not going to purposely play "bad" for the sake of my logged plays.

Now obviously some balancing errata should have been included, such as the Soviets could only set up at the town hexes and back so the Germans can at least get on board. However, they will still get shot to bits, especially the SPWs against all those T34s.

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