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 #16: Shanaurin's Drive V: Nikitinka Station
Tank Battles #28
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 12th Panzer Division
Germany 73rd Panzergrenadier Regiment
Soviet Union 37th Mechanized Brigade
Display
Balance:



Overall balance chart for TaBa028
Total
Side 1 0
Draw 0
Side 2 2
Overall Rating, 2 votes
5
4
3
2
1
2
Scenario Rank: --- of 940
Parent Game Tank Battles
Historicity Historical
Date 1942-12-01
Start Time 09:00
Turn Count 25
Visibility Day
Counters 121
Net Morale 1
Net Initiative 2
Maps 2: 2, 6
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 175
AAR Bounty 165
Total Plays 2
Total AARs 2
Battle Types
Urban Assault
Conditions
Reinforcements
Severe Weather
Scenario Requirements & Playability
Eastern Front Maps + Counters
Red Warriors Counters
Tank Battles Base Game
Introduction

Colonel Holste, commander of the 1st Panzer Division's 37th Artillery Regiment, formed a fighting group of various elements and headed out to recapture Nikitinka Station.

Conclusion

The Soviets were ejected from Nikitinka Station. The odd force had done a good job for the Germans. The Germans ability to improvise small battlegroups kept the situation from getting out of hand. A day or two of rest was sorely needed by both sides, but wasn't likely to happen.

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.


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
  • Assault Gun: if closed-top, 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.
  • 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)

Display Errata (3)

3 Errata Items
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 47

All SPW 251s have an armor value of 0.

(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)

Display AARs (2)

Done in 8 turns
Author campsawyer
Method Solo
Victor Soviet Union
Play Date 2011-10-07
Language English
Scenario TaBa028

It has been a while sense I had a clunker of a scenario, but this one fits the bill. It looks to have promise with ad-hoc German units trying to take the town/station. But a couple of problems occur right away. First, the Germans have no OBA or BF units, while the Soviets have a good amount of on board artillery, heavy and light mortars and Katyusha rocket batteries. This is key as the Germans need to rely on DF and Assault fire to kill the Soviets. Second, the Germans are only saddled with victory conditions, to take the town and not take losses. With my play the Soviets were able to hit 10 German step losses after turn 8. The Germans were barely able to clear the heavy woods right in their line of advance. Redeeming values of the scenario was the tank fights between the KV-1's and T-34s against the German PzIV's and Stugs. German assaults were successful against the KV-1's as well as the assaults on some Soviet AT guns. But the Germans never got close to the town, barely getting control of the woods before their losses ended the game.

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Tank Battles #28
Author triangular_cube
Method Solo
Victor Soviet Union
Play Date 2023-01-22
Language English
Scenario TaBa028

This is a classic unbalanced old PZG scenario where the Germans under a time crunch must take the town on board 2 after crossing the forest on board 6. The town on board 2 is massive, and in early PZG the difficulty of pushing out defenders from town hexes wasnt completely calibrated. The task would be hard without the snow, but with the heavy snow the defense gets even easier. The Germans must move along the road or they arent going to reach the town in time. .

Because of this, the Soviets set up their T-34s and KV-1s in ambush positions along the road in the board 6 forest, and set up a blocking force of SMG in the main southern forest in case the Germans push their thinner skinned units through it. The extreme north and south hills on board 2 are manned with 45s and artillery spotters on the level 2 crest. The rest of the troops including the BMs and mortars defend the town itself.

Germans do try to push the thin skin APCs and accompanying infantry/eng through the forest, while a company of ENG pushes the northern forest to keep pressure on the T-34s to move after a turn or two of shooting. OP fire from the SMGs gets a couple steps but the SMG line and its low morale gets disrupted/demed early and falls back. The German armor pushes up the forest line near the road to engage the Soviet armor and clear the road. Soviets get the better hand in the exchange and end up hitting enough to eliminate modified 10 German steps. At this point the Soviets win by default per VCs.

I had to play very aggressive with the Germans to have any chance of clearing the town. In the end they took too many step losses from aggressive play and strong Soviet rolls to not even make it off board 6. I don't think the Germans win this one often if ever, but after the last few this one was refreshing as it actually... worked...

Curious point though, neither side has HMGs. Since there have been so many oversights in the printing of this module so far, im guessing this is another one.

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