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 #18: Molodoi Tud River Blues I: The Penetration
Tank Battles #30
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 301st Infantry Regiment
Soviet Union 158th Rifle Division
Soviet Union 879th Rifle Regiment
Display
Balance:



Overall balance chart for TaBa030
Total
Side 1 0
Draw 0
Side 2 2
Overall Rating, 2 votes
5
4
3
2
1
4.5
Scenario Rank: --- of 940
Parent Game Tank Battles
Historicity Historical
Date 1942-11-25
Start Time 10:00
Turn Count 17
Visibility Day
Counters 69
Net Morale 1
Net Initiative 2
Maps 1: 13
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 153
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Exit the Battle Area
Inflict Enemy Casualties
Conditions
Off-board Artillery
Severe Weather
Terrain Mods
Scenario Requirements & Playability
Airborne - IE Counters
Eastern Front Maps + Counters
Red Warriors Counters
Tank Battles Base Game
Introduction

Colonel M.M. Busaro's 158th Rifle Division attacked the dug in Germans through heavy forest in a raging snowstorm that affected the artillery barrage.

Conclusion

At 0830 Colonel Busarov joked the he would be in Urdom tonight. By 2300 the joke didn't seem very funny.

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).
  • 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
  • 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
  • Misc
Soviet Union Order of Battle
Army (RKKA)
  • Motorized

Display Errata (7)

7 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 527

Strongpoints are single step units and can be eliminated with X results like any other single step unit.

(Shad on 2010 Dec 15)
Overall balance chart for 527

The standard mix of strongpoints may be downloaded from Avalanche Press:

http://www.avalanchepress.com/German_Strongpoints.php

This is the standard mix found in Airborne, Airborne-IE, and Edelweiss Expanded. The strongpoint mix in Cassino '44 is different from that of other PG games.

(plloyd1010 on 2012 Feb 01)
Overall balance chart for 527 Strongpoints are affected by the terrain in their hex just like any other unit. Even though they can't move, they can attack using Assault Combat if an enemy unit moves into their hex. They may not dig in or benefit from entrenchments.
(rerathbun on 2014 Apr 21)
Overall balance chart for 54

The movement allowance on the counters in Airborne is misprinted. It should be "3."

(rerathbun on 2012 Jan 30)
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 (1)

Tank Battles #30
Author triangular_cube
Method Solo
Victor Soviet Union
Play Date 2023-02-01
Language English
Scenario TaBa030

This is a fairly short but intense push of a combined arms Soviet force through a German Infantry force in heavy woods. It makes use of board 201/13 with almost every hex counting as a different terrain type, which is unfortunate, but at least its not another board 6 scenario which has been over-used by this module.

Germans spread thin on the ground with their INF and strongpoints, fortifying the chokepoints around the road with their AT guns and HMG. Their intent is to beat back the infantry attack and if lucky, react to the Soviet armor by mobbing up their infantry into woods assaults, denying a Soviet walkthrough.

Soviets set the mass of their INF towards the south, with the KVs headed down the road. Because of the snow they cant to much else. The slow moving T60s tag along, while the SMGs and T-34s head north to try and break through to the west.

German INF does react quickly in the north and bogs down the T-34s, while the Infantry is beaten back in the south, mostly according to plan. However that OBA/BM artillery fire each turn takes it's toll, including on the assaulting German INF stacks hitting those T-34s.

In the South, even after the INF is beaten back, those KVs are still a danger. They pound the German positions over and over again until they get enough kills for the VC. Once they lose that 50, the Germans dont have much they can do about a KV2.

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