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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Zelenets Station
Workers and Peasants #4
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 8th Panzer Division
Soviet Union 16th Tank Brigade
Soviet Union 310th Rifle Division
Display
Balance:



Overall balance chart for WoaP004
Total
Side 1 0
Draw 0
Side 2 2
Overall Rating, 2 votes
5
4
3
2
1
3.5
Scenario Rank: --- of 940
Parent Game Workers and Peasants
Historicity Historical
Date 1941-11-08
Start Time 07:45
Turn Count 26
Visibility Day
Counters 186
Net Morale 1
Net Initiative 3
Maps 4: 18, 45, 49, 6
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 197
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Exit the Battle Area
Inflict Enemy Casualties
Urban Assault
Scenario Requirements & Playability
Eastern Front Maps + Counters
Road to Berlin Maps + Counters
Workers and Peasants Base Game
Introduction

The 8th Panzer Division had been ordered east through the swampy terrain with few roads in order to outflank the defenders of Zelenets Station. A heavy snow had recently fallen, further hampering movement.

Conclusion

The Soviets spotted the move to leverage them out of Zelenets Station and sent a reinforced rifle division to deal with the problem. On a bitterly cold day (-20 Fahrenheit) they attacked at the first light. Working their way round and through the numerous swamps they drove off the invaders.

Additional Notes

Maps 45 and 49 come from the non-series game Infantry Attacks: August 1914.


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
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
  • 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).
  • 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)
  • 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 537

Two German PzJr. 1 counters have their full strengths printed on the back, and reduced strengths on the front.

(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 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)

Too cold to fight
Author campsawyer
Method Solo
Victor Soviet Union
Play Date 2012-03-31
Language English
Scenario WoaP004

On the march to Leningrad, the Soviet winter was a shock to the Germans like elsewhere on the Eastern Front. This scenario gives a good flavor of how the Blitzkrieg meet the winter. The Germans need to drive across the boards and keep the roads open, will the Soviets must stop them, but this time the Soviets have the numbers and the winter as allies. The Germans have a good force to face the Germans with plenty of leaders and tanks, plus a good lot of OBA. The Soviets have the setup and the numbers, but lower morale and less quality of leaders.

The Soviets setup to block the road on board 18. All of the Soviets begin in the woods and towns as well as dug in on the road. This should give enough time for the large reinforcements to get on board and get in position to counter attack. The German position a small force to move up the west side along the trail. This should give a force to satisfy the unit to get off board, while the bulk of the Germans will force themselves down the road. With the cold and snow it will make movement slow so the fighting must be quick and decisive for the Germans.

The German advance starts slowly with the the units moving onboard and keeping together to keep command, but immediately run into Soviet mortars and OBA that is on target. Several German INF's disrupt and demoralize. Forcing the road on board 18 will be harder than they thought. Soon they are in the woods around the towns, but Soviet defenders are dugin and tough to break out. Several strong attacks yield little results for the Germans. They need to resort to assaults that kill the Soviet INF's. But still hidden AT guns give the Germans a scare, but OBA disrupts the guns so the German INF's could close. But the assaults yield morale checks that keep the Germans locked in combat. The Soviet reinforcements slowly advance but the KV-1's and T60's move down the road to help the roadblock forces. The German tanks are forced to deal with the monsters, but keep there distance and look for cross fire.

German infantry struggle with Soviet OP fire results and are forced to take time to recover. This allows the Soviets to push more reinforcements down the road and establish more roadblocks on board 45. This means more levels of defense that the Germans need to overcome. With the cold the Germans firepower is ineffective and the Soviets take advantage by holding there ground and having the Germans assault. Each hex on board 18 is contested and it is not until turn 20 that the main force is onto board 49 and meeting the next layer of defense.

To the west, the flanking force had no resistance, except some long range OBA that scores a kill on a SPW251 with INF, but the force continue up the trail. The Soviets send a small blocking infantry force down the trail from the north. Setting up in the woods and the trail the Soviet wait for the German force. The Germans deploy for an attack but another OBA round demoralizes the Captain leading the attack, slowing the attack while the LT's pick up the slack. Soviet fire is accurate but the Germans close on the Soviet line and successfully assault with a combined INF/Armor assault. But then disaster strikes with a hidden 45mm AT firing on the German PzIIIG destroying it, then Soviet fire fire kills the German INF. Now the flanking force is leaderless, while the Captain remained demoralized.

With the main force facing a major Soviet roadblock, the flanking force leaderless and time running out try one more push. A small force will try to force there way over the ice covered swamps while the main force will try to push the road. But this fails as well, when the Soviet OBA hits the leading German Captain in the company pushing there way over the ice. The main force gets lock in assaults on the road and the Germans are stopped in the cold. A major Soviet victory.

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