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 #17: Shanaurin's Drive VI: Shanaurin Strikes Back
Tank Battles #29
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany Kampfgruppe Holste
Soviet Union 37th Mechanized Brigade
Display
Balance:



Overall balance chart for TaBa029
Total
Side 1 0
Draw 1
Side 2 1
Overall Rating, 2 votes
5
4
3
2
1
2.5
Scenario Rank: --- of 940
Parent Game Tank Battles
Historicity Historical
Date 1942-12-04
Start Time 09:00
Turn Count 21
Visibility Day
Counters 184
Net Morale 0
Net Initiative 0
Maps 2: 2, 9
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 191
AAR Bounty 165
Total Plays 2
Total AARs 2
Battle Types
Exit the Battle Area
Conditions
Off-board Artillery
Severe Weather
Scenario Requirements & Playability
Eastern Front Maps + Counters
Red Warriors Counters
Tank Battles Base Game
Introduction

The 37th Mechanized Brigade had been forcefully ejected from Nikitinka Station and appeared to have lost the initiative as well as their objective. Shanaurin, the Soviet commander, was a warrior who refused to back down. He hurriedly launched a counterattack on Group Holste.

Conclusion

The Soviet attack was defeated. The Germans held on to Nikitinka Station.

Additional Notes

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


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.
  • 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)

Display Errata (8)

8 Errata Items
Scen 29

Soviet VCs call for exiting steps from board 8, which is not included on the board diagram. I do not know which one is correct, assuming one of them is.

(triangular_cube on 2023 Jan 22)
Scen 29

Remove 10 x MAJ from the German OOB

(triangular_cube on 2023 Jan 31)
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 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)

Snow and Fog
Author campsawyer
Method Solo
Victor Draw
Play Date 2011-10-22
Language English
Scenario TaBa029

A last in a series of Operation MARS campaign featuring the Soviet 37th Motorized Division vs the 1st Panzer Division. This last one has the 37th counter attacking after the last of the Nikitinka Station. The Soviets must overrun the German defenders and get off the south end of the board. The Germans must stop them.

For forces the Soviets have the numbers in infantry and tanks, including SMG's, T-34's, and monster KV-1's. For fun they have thrown in 3xBM-13's for a total bombardment attack of 60 firepower. The Germans face them with a adhoc force that includes PzIVF2's 75mm AT guns, armored cars and ENG's. There is a bit of OBA for both sides. Snow makes a difference again reducing movement. The Germans have the setup, being able to place most anywhere on the boards.

For my play, the Germans concentrated on the town on board 2 and the woods on board 6. AT and AA guns were hidden, the tanks, IVF2 and 2xIIIH setup on the road between board 2 and 6. The rest of the INF, ENG, and HMG's are in the woods and town. Leaders were better for the Germans with a 10-2-1 and a couple of 9-1-1's

For the Soviets, they start off board, concentrating on the middle to try to break through between the town and the woods. The board edges were well covered and with the amount of units would become a traffic nightmare. A small groups of units did setup to advance to the west of town to try to keep the Germans covering it in place. Artillery and mortars were positioned to enter on board 6 and move into the woods and setup there to provide support fire.

The first 4 turns had the Soviets moving on board in the center and moving south to engage the Germans. The Germans moved some of the troops covering the east edge of the board back toward the center as well as threatens the Soviets artillery setting up in the northern woods on board 6. German OP fire and OBA scores disruptions and demoralizations that start to break up the Soviet advance. Turn Five begins with Soviet OBA and 120mm mortars score the first kills while German 81mm mortars draw Soviet blood. At this point the advanced Soviet units start to engage the Germans in the east side of the town on board 2. Two turns later the fight gets very bloody with exchanges of losses in the town as well as the German panzers hit by Soviet T-34's. Heavy assaults in the town lock up Soviet units but they soon turn the tide with the T-34's.

But the Germans look for the soft side of the attack and find it in the T60s advancing behind the first troops. PzIVF2 and AT guns take a toll on the T60's as well as bag a T-34. But the Soviet assaults continue and the take most of the east side of the town. KV-1's finally make it forward through the heavy snow and support fire destroys several German hold outs.

The KV-1's last move out of the road to the east and position to hold the center of the board. But the snow make it tough to move with there MP's down to 2. For all units the snow slows them down keeping them to just 1 or 2 hexes per move. In the town the Soviets press to get to the south side and open a corridor to units to move 3 or more hexes to the south.

Germans to the west side of town are torn better firing at the Soviets advancing south to the west of town and reinforcing the defenders to the east. But Soviet tanks and HMG's block the German counter attacks. But Fog of War would come to the rescue to the Germans. Turns 9 through 15 end very early only 10 activations before the turn ended. This stranded many Soviet units to the north of the town. German fire kept them disrupted and demoralized and effectively put them out of the fight.

But a group of T-34's T-60's and infantry with a couple of leaders moved south to try to get off the board. German initiative has drop and the Soviets have the edge and this will allow them to keep there troops moving even though they are stretched out across the board. The Germans have a 75mm AT gun on the hill south of town to slow them as other units from the woods moved south to block the Soviets. The 75mm tried to take out some of the advancing tanks but was demoralized and abandoned leaving the south side of the board open for the advance. German infantry and tanks tried to move to block but the tanks were hit by AT fire and OBA. But the Soviets were not well off either. OP fire and OBA was disrupting the advancing infantry. Then the snow and and Fog of War teamed up again to slow down the Soviets. Two more early FoW rolls keep the last elements of the Soviets from get them off the board.

In the end the Soviets did get 15 steps off the board but well short of the 25 needed. The Germans needed to keep less than 12 steps off the board, so the game was a draw. In general, I would say a decent scenario, there is one typo in the book referencing board 8 rather than board 2 and 6. There is also a newer version of this scenario in the Red Warriors supplement that I may try later.

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Tank Battles #29
Author triangular_cube
Method Solo
Victor Soviet Union
Play Date 2023-01-31
Language English
Scenario TaBa029

This one is a mess figuring out what the Maps should be. The diagram says 9, but the previous battle on the same terrain said 6, scenario details in text say 8. I played with 9 per the diagram, but who knows. This sadly really matters because the roads are crucial, and 9 has a N-S and E-W road.

Germans have to stop the large Soviet force from walking across the map and exiting off 8, well 9, or 6. Germans have some armor and some 75mm AT guns, plus assorted others (and a huge pile of ENG). They concentrate their armor in the northern bit of the town to contest any entry down the middle of 2, with the AT guns on the smaller hill on 9 overlooking the road, and the infantry on the bigger hill. Some ENGs hold the line with the tanks.

Really though, the T-34s are going to enter the board along the intersect of 2 and ? map followed by the gaggle of everything else and just run for the border. Germans simply dont have enough AT to stop them, and they alone are enough for the win. Whatever else makes it is just gravy. This was a very low "2" but I was feeling merciful after the rest of these scenarios which got 1s.

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