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 #26: Luchesa River Valley Blues IV: Katov Resumes Attack
Tank Battles #38
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany Grossdeutschland Division
Soviet Union 1st Guards Tank Brigade
Display
Balance:



Overall balance chart for TaBa038
Total
Side 1 0
Draw 1
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Tank Battles
Historicity Historical
Date 1942-11-27
Start Time 09:00
Turn Count 35
Visibility Day
Counters 178
Net Morale 1
Net Initiative 0
Maps 2: 1, 4
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 193
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Exit the Battle Area
Inflict Enemy Casualties
Urban Assault
Conditions
Minefields
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Severe Weather
Terrain Mods
Scenario Requirements & Playability
Eastern Front Maps + Counters
Red Warriors Counters
Tank Battles Base Game
Introduction

As the sun rose on another bitterly cold day, Major General Katov's formidable 3rd Mechanized Corps mounted an attack on the determined defenses of the Grossdeutschland Division. This promised to be another bloody day.

Conclusion

After another bloody day of fighting the Germans still held Staruhki. The only thing that was certain for both sides is that it wouldn't be the last attempt to take the position.

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).
  • 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)
  • Motorized
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 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 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 951

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

(plloyd1010 on 2015 Jul 31)

Display AARs (1)

Tank Battles #38
Author triangular_cube
Method Solo
Victor Draw
Play Date 2023-02-04
Language English
Scenario TaBa038

This is another mini-monster that is going to tend towards a draw due to kills on both sides. Soviets have a ton of everything against a German primarily infantry force that occupies towns. Because the map footprint is so small, there isnt all that much of a strategy for the Soviets, they are so densely packed they are just going to steamroll across as a semi blob and crush anything in their path.

Germans have to be more selective, and set up the bulk of their force in the town on board 4, with the balance in the town on 1 and its nearby hill, and a battle line dug in between them to hopefully blunt the attack. Of note is that their Stugs deploy forward in the town on 4 hoping to pop off some of the T-34s and potentially set up crossfire with the 50s on the hill. Also the Soviets have no where to hide their BM13s when onboarding so the Germans plan on taking these out as priority targets with their OBA on the path to hitting their step requirement.

The Soviets are just too overwhelming though, and the Germans dont have the waves of reinforcements they had in the last one. The town falls after taking out a chunk of the attackers, including a good number of the RKKA T-34s, but there are plenty of Guards T-34s to take their place. The dug in line doesnt accomplish much against the armor, and then the hill falls and the town on 1. Very methodical, and grinding attack that ultimately does not run out of steam due to the massive amount of resources available.

Soviets end with the town, but the Germans have enough kills to force the draw. Germans could have not used the dug in line to conserve bodies for a little tougher fight on 1, but I dont think it really matters. This is almost always going to draw.

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