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 #22: Molodoi Tud River Blues V: Ambushed
Tank Battles #34
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany Grossdeutschland Division
Soviet Union 242nd Tank Brigade
Display
Balance:



Overall balance chart for TaBa034
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Tank Battles
Historicity Historical
Date 1942-11-28
Start Time 11:00
Turn Count 16
Visibility Day
Counters 61
Net Morale 0
Net Initiative 0
Maps 2: 4, 6
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 157
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Ambush
Exit the Battle Area
Inflict Enemy Casualties
Conditions
Off-board Artillery
Severe Weather
Terrain Mods
Scenario Requirements & Playability
Eastern Front Maps + Counters
Red Warriors Maps + Counters
Tank Battles Base Game
Introduction

The Soviet 242nd Tank Brigade was ordered to bypass the German strongpoint in Briukhanvo and attack the village of Urdom.

Conclusion

The anti-tank fire of the Grossdeutschland Division proved too much for the Soviet tankers. The Soviets suffered heavy casualties before fading back into the woods.

Additional Notes

Unit count is per corrected OOB in the Unofficial Player's Guide and FAQ.

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).
  • 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

Display Order of Battle

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

Display Errata (4)

4 Errata Items
Scen 34

The first entry in the Soviet OOB should be "2 x KV-1" instead of "21 X KV-1."

(rerathbun on 2012 Mar 21)
Overall balance chart for 2

Two 105mms (ID#s 1204, 1205) have "16-31" fire values in black (direct fire), when they should be in white (indirect fire).

(Shad on 2010 Dec 15)
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 951

The reduced direct fire value in Kursk: Burning Tigers is 4-4.

(plloyd1010 on 2015 Jul 31)

Display AARs (1)

Tank Battles #34
Author triangular_cube
Method Solo
Victor Germany
Play Date 2023-02-03
Language English
Scenario TaBa034

This appeared to be another overload the defenses in one spot and rush off the map scenario at first glance but it actually played rather differently. Soviets have a bunch of tanks and a bit of supporting SMGs that need to cross the map and exit against a VERY thin German force, but the Germans have plenty of AT capability. It just has to be spread out.

Since the road is crucial to getting across the map for anything but the T-34s, the Germans anticipate a concentration there, and put their 88 in the middle of the 6 woods overlooking the road from the outcropping. They place one of their rare INF platoons with it to hopefully buy some time against an SMG assault. The northern approaches are protected by the 105s on the hill, and the 50s in the northern edge of the board 6 woods. The South has the Stugs, which are planning to displace to stalk the T-34s if they approach from another area. As this is the only other approach, they sit here until the onboard.

The Soviet plan followed German expectations as it is basically what the terrain dictates. Infantry and KVs with a smattering of T-60s push up the road planning on knocking out the 88 and moving on to the 20s beyond. The T-34s enter in mass in the south, themselves hunting the Stugs that are hunting them (Soviets must kill 5 steps before they can skeddadle). The rest of the T-60s try a poor flanking manuever to the north, really to prevent the few Germans there from repositioning south.

The North completely dissolves, 50s and 105s over the course of the game plink away at the mass of T-60s. The middle is overrun with infantry, but not before the 88 knocks out a step of KVs and the supporting 60s. The south ends up trading blows between the Stugs and T-34s, but the surviving Stug step ends up bugging out when approached by SMGs from the woods. The Soviets are spent, and so are the Germans, but the Soviets dont get anywhere close to achieving their VCs.

Had this just been a race of the board, overloading one approach would likely win out, as the Germans would still have to defend everywhere. But because an engagement has to be made, in order for Soviets to get enough kills, they have to attack at least 2/3 of the approaches, lest they not have enough kills for a win.

Dice may have favored the Germans a bit, but still a closer one.

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