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 #23: Luchesa River Valley Blues I: Forward
Tank Battles #35
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 216th Infantry Regiment
Germany 86th Infantry Division
Soviet Union 185th Rifle Division
Display
Balance:



Overall balance chart for TaBa035
Total
Side 1 2
Draw 1
Side 2 0
Overall Rating, 3 votes
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Tank Battles
Historicity Historical
Date 1942-11-25
Start Time 11:00
Turn Count 17
Visibility Day
Counters 51
Net Morale 1
Net Initiative 1
Maps 2: 4, 6
Layout Dimensions 86 x 28 cm
34 x 11 in
Play Bounty 153
AAR Bounty 165
Total Plays 3
Total AARs 2
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Reinforcements
Severe Weather
Terrain Mods
Scenario Requirements & Playability
Eastern Front Maps + Counters
Red Warriors Counters
Tank Battles Base Game
Introduction

Colonel Andriushchenko's 185th Rifle Division launched an attack against the stiff German defenses after a heavy barrage of rocket fire. The 1st Guards Tank Brigade was allocated to assist the division penetrate the German defenses.

Conclusion

The armor pushed the attack 1 to 2 kilometers into the German line. There the advance stalled around the village of Tolkachi. Tomorrow the blood letting would continue.

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
  • Assault Gun: if closed-top, 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
  • Mechanized
Soviet Union Order of Battle
Army (RKKA)
  • Motorized
  • Towed
Guards
  • Mechanized

Display Errata (6)

6 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 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)
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 (2)

Tough to go Forward Without Leaders
Author rerathbun
Method Solo
Victor Germany
Play Date 2013-01-01
Language English
Scenario TaBa035

It's a typical eastern front quantity-versus-quality situation with the Soviets attacking. They have the advantage of rocket artillery and three platoons of T-34s (as reinforcements), offset by lower morale and below-average leadership.

The Germans set up in the town, with their two StuG platoons dug in on the flank to provide fire support.

The Soviets advanced behind a screen of Penal troops. The Soviet off-board artillery didn't do much to soften up the Germans, and German Opportunity Fire took out half of the Penal troops. Their sacrifice was not in vain, however, as the regular Soviets made it up to the town intact.

A good German initiative roll allowed them to whittle down the Soviets before the assaults went in. The assaults, robbed of much of their power, made no headway against the German defenders, and the Soviets suffered heavy casualties, particularly among the leaders. Two leaders deserted after rolling '12' on recovery rolls. The Soviets were left with only one leader (the Captain) at the end.

The Soviet reinforcements came in on the second turn after they begin rolling for entry, and the infantry advanced to the town while the armor engaged around the edges of the town. The T-34's scored first, taking out half a platoon of StuGs. In trying for good shots, they ventured too close to the town and two platoons were assaulted by a platoon of German infantry. (The third platoon had been disrupted by German off-board artillery and was not in the fight.) The assault cost the Germans half a platoon of infantry, but it tied up the T-34s. This allowed the StuGs to set up a crossfire and take out two platoons of Soviet tanks.

In the end, the Germans held the town while inflicting over 20 step losses (tank losses counted double) on the Soviets. The Germans only lost four steps (one tank loss and two half-platoons of infantry).

German Victory

This was an interesting scenario. The rocket artillery was less effective than I expected, between its scattering and the fact that all the targets were in town. The loss of the leaders was really hard on the Soviets. They just couldn't do anything in the assaults, or bring up their reinforcements fast enough to keep pressure on the Germans. This scenario could easily have gone the other way with some better luck on the Soviet die rolls early in the game.

0 Comments
You must be a registered member and logged-in to post a comment.
Tank Battles #35
Author triangular_cube
Method Solo
Victor Draw
Play Date 2023-02-03
Language English
Scenario TaBa035

German set up in this one is pretty obvious. Stack the town, and see where the Soviets deploy to move your HMGs into place. The Stugs sit outside the town dug in, in case something sets up in the field that needs to be flushed out, otherwise they are poised to swing into the Soviet flank as they move up.

Soviets have 2 bad options to start the game. They can either attack immediately and hit the town piecemeal, or they can wait for their reinforcements but potentially have half the game clock eaten up. Soviets decide to go in, trusting their artillery. They set up towards the Southwest of the town, so the Stugs are out of FoF with their 45s ready to pray for a lucky roll against them. The BM13s set up out of the way on 6.

Soviets move towards the town and score some disruptions to get adjacent in pretty good formation and order, but lose init on the crucial assault turn and are hit by German OBA and the whole thing goes belly up there. They never recover or get into a meaningful assault and wither away. Once a stack was fully demoralized, the Germans got aggresive and went for the knock out blow though, charging into assault with 3x INF and a leader. They arent able to fully clear the dem'd stack and Soviets pound it with OBA and BM13s with amazing rolls and end up with 5 of those 6 INF steps cleared off the board. At the cost of their own men too, but w/e.

This was enough for both sides to "win" and secure the draw before the Soviet reinforcements got on the map, as they had to wait until the free entry turn having failed all their reinforcement rolls.

0 Comments
You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!
Page generated in 0.476 seconds.