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 #27: Luchesa River Valley Blues V: Blood Valley
Tank Battles #39
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany Grossdeutschland Division
Soviet Union 64th Guards Tank Brigade
Display
Balance:



Overall balance chart for TaBa039
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 09:00
Turn Count 17
Visibility Day
Counters 132
Net Morale 1
Net Initiative 1
Maps 3: 3, 4, 6
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 182
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
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

The Soviets again prepared to attack Goncharovo with overwhelming force. Major Chernichenko's 49th Tank Brigade would be supporting the 238th Rifle Division. Expecting an attack, the Germans had Colonel Kohler's reserve force waiting to counterattack.

Conclusion

The Germans were driven from Goncharovo in the morning as the Soviets drove west. Colonel Kohler led a counterattack with the 1st Battalion of Grenadiers held in reserve. In vicious hand-to-hand fighting the Germans restored the situation (with the help of a couple of 88's). Fifteen Soviet tanks were left burning.

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

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 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)
Overall balance chart for 993

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (1)

Tank Battles #39
Author triangular_cube
Method Solo
Victor Germany
Play Date 2023-02-05
Language English
Scenario TaBa039

Much like the other Luchesa Valley scenarios this has a large combined arms Soviet force hitting the German infantry/AT guns fortifying a town. This one has the Germans starting out with only an understrength battalion in the town on 4, the rest being a mechanized battalion dependent on reinforcement rolls. They could gamble and put a forward AT gun into one of the woods sections, but seeing as they dont even have enough to fully fill in the town on 4 they choose not to.

Soviet tanks swarm the town and park adjacent to it to fire in and reduce the positions while the Infantry slowly walk through the snow. Their artillery sets up in the town on 3 ready to hit the town on 4 as well. This should be able to dislodge the Germans, but the plan and scenario are spoiled by two "2" morale modifier German leaders that sit tight out of sight and range in the center of town 4. The Germans are able to knock out a step of tanks every other turn or so, while the Soviet combined tank fire and artillery fire are only able to manage morale checks due to average rolling. The Germans basically ignore these with the +2 modifier.

Reinforcements ran out the clock to enter, but by the time they get on, the Soviets still have only eliminated one AT gun from an X. Seeing as they dont even have a foothold in the town, and their infantry are still crossing the snow, there was no hope at this point and the Germans coast to an easy win.

This one was spoiled by morale +2, probably a decent scenario otherwise.

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