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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Discovered
Workers and Peasants #3
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 6th Panzer Division
Soviet Union 85th Rifle Division
Display
Balance:



Overall balance chart for WoaP003
Total
Side 1 1
Draw 0
Side 2 1
Overall Rating, 2 votes
5
4
3
2
1
5
Scenario Rank: --- of 940
Parent Game Workers and Peasants
Historicity Historical
Date 1941-09-11
Start Time 11:15
Turn Count 18
Visibility Day
Counters 134
Net Morale 1
Net Initiative 2
Maps 4: 25, 5, 6, 9
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 181
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Exit the Battle Area
Inflict Enemy Casualties
Road Control
Conditions
Entrenchments
Off-board Artillery
Randomly-drawn Aircraft
Terrain Mods
Scenario Requirements & Playability
Battle of the Bulge Maps
Eastern Front Maps + Counters
Elsenborn Ridge Maps
Road to Berlin Maps + Counters
Workers and Peasants Base Game
Introduction

The morning found 6th Panzer Division cleaning up its flanks. Once that was accomplished, four battalions managed to infiltrate almost all the way through the Kransnogvardeisk Fortified Region before being discovered. Soon enemy cavalry arrived to drive them back.

Conclusion

The Soviet attack was dealt with and the advance continued. By the following night, Kransnogvardeisk would fall under the swastika. As the German juggernaut rolled on it appeared nothing short of a miracle would save Leningrad.


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
  • Prime Movers: Transports which only transport towed units and/or leaders (May not carry personnel units). May or may not be armored (armored models are open-top). All are mechanized. (SB)

Display Order of Battle

Germany Order of Battle
Heer
Soviet Union Order of Battle
Army (RKKA)

Display Errata (5)

5 Errata Items
Scen 3

In the Soviet Order of Battle, 3 x 81mm should read 3 x 82mm.

(rerathbun on 2012 Jan 26)
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 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)

Masterpiece
Author campsawyer
Method Solo
Victor Germany
Play Date 2014-05-29
Language English
Scenario WoaP003

Few scenarios in PG can I call a masterpiece and this is one of them. I will first mention that this should be played FtF for the best experience. I played solo and it was great, but I wished I had saved this for a FtF. At this point you must be saying, why is this one so good, because it has everything in it as well as some very good victory conditions that will keep the game going until the end. There is no way around it you will need to play every turn to get a result.

So what does it have. It has a large German panzer force attacking a fixed Soviet position with the Soviets denying road control and Germans exiting units. But it also has a requirement for number of lost or demoralized units which requires the Germans to keep good force management through out the game. The Soviet force is weaker, in fact most are militia units with one step and low morale. But they also have a large force cavalry that can be very useful against strung out German units as well as plugging holes in the line.

The setup for the Soviets is across the hills on board 9 and board 25. They get entrenchments and mines to block the roads and other infiltration points. There is plenty of HMG's but the MIL's are single steps and weak. They are only good for keep the Germans at bay for a short period and they setup supporting the HMGs in the bunkers. The bit of artillery and AT guns are setup to cover the roads as well. Leadership is average to poor for the Soviets, but Cavalry leaders are better.

For the Germans they have a good force of panzers, PzIIIG's, PzIVE's are the backbone. Their is plenty of infantry and HMG's to take on the Soviet defenders. Leadership is good and the high command has given OBA and aircraft support to the attack. They will advance on to the board on turn one, but there is still a decision on how to attack. Do you try to take the roads and move off or bypass and limit casualties and move off?

I decided for the later. The Germans advance in mass in the spilt between boards 4 and 6. They will try to get between the two main road defenses to avoid the AT's and postional defenses. This will give the Soviets one of their VC's right off the bat, but there will be less chance of losses with this route.

Advancing onto the board, the German lead force move slowing forward. A Soviet FO spots the advance and calls in OBA with dead accuracy. A full German platoon is wiped out, not a good start to avoid losses. But then things settle down and the German advance progresses. The Soviets counter with the cavalry battalion moving in directly east of the German advance. This will buy time to adjust the militia defenders to the threat.

The Soviet cavalry win the race to the center of the board and divide their force, one to wait in the light woods on the western ridge of board 9 and one to position in the fields on board 4 and try to get some opportunity cavalry charge against the advancing Germans. The Germans continue their slow advance with the Soviet OBA harassing it along the way. Eventually they move into range and the Soviet cavalry charges from the fields. The Germans are a bit stunned as the charges make it through the OP fire and inflict step losses on the INF's. But the horses are winded and most of the cavalry disrupts or demoralizes. But the fight is on for the Germans.

The advanced units of the Germans engage the eastern cavalry units. This time with better success, the charging units are rebuffed and head back to the woods. The panzers move forward to try to deal with the remaining units, but their shots missing the swift cavaliers. Meanwhile Soviet OBA is finding its mark again with several German units demoralized as well as 82mm mortar fire reducing another INF. For the Germans their attack is slowing and starting to rack up losses and demoralizations.

But they keep pushing forward and encounter HMG units that have shifted from the entrenchments. Coordinated fire keeps the HMG's at bay but they get some critical morale checks on German units. This brings the loss/demoralization level dangerously close to the 15 step mark during the middle turns of fighting. This requires the Germans to stop and try to recover these units as well as press on to the boards east edge. This soon leaves units strung out on for the German that have to be cover. This strips the advance force down and the Lt. Col has a lot to do to keep the cohesion together.

Eventually the panzers are able to push through the gap and get enough INF units to the edge, but not before having to fight it out with several militia bands. All the while getting sniped at by the Soviets and under constant threat of cavalry charges. Most charges fail or are broken up before they get any where, but some are successful on the initial assault.

In the end the Germans are able to get units off the board as well as keep the losses down below 15 steps. It was close though 8 steps were lost and 3 demoralized at the end. Two more German INF's demoralized and the game would have been for the Soviets.

I would highly recommend this for play or even play again as it was that good of a scenario. One last note, a tip of the hat to Peter Llyod for his militia counters he posted on BBG under W&P. These are a nice addition for scenarios with militia in them, much like the Volksgrenadiers for the Western Front scenarios. Print the off and stick them on cardboard, they are worth it.

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