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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Blocking Force
Workers and Peasants #17
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 11th Panzer Division
Soviet Union 7th Mechanized Division
Display
Balance:



Overall balance chart for WoaP017
Total
Side 1 2
Draw 0
Side 2 1
Overall Rating, 3 votes
5
4
3
2
1
3.67
Scenario Rank: --- of 940
Parent Game Workers and Peasants
Historicity Historical
Date 1941-07-05
Start Time 07:30
Turn Count 18
Visibility Day
Counters 126
Net Morale 1
Net Initiative 2
Maps 2: 5, 8
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 167
AAR Bounty 159
Total Plays 3
Total AARs 3
Battle Types
Exit the Battle Area
Inflict Enemy Casualties
Conditions
Off-board Artillery
Scenario Requirements & Playability
Eastern Front Maps + Counters
Fall of France 1 Counters
Workers and Peasants Base Game
Introduction

In the first days of July, Soviet 8th Mechanized Corps counterattacked the oncoming Germans and soon found itself surrounded. In the subsequent breakout, one of its three divisions(34th Tank) lost over 10,000 men and most of its vehicles. The other two divisions managed to extricate themselves somewhat intact, but one of them (7th Mechanized) was immediately ordered to block a direct German assault on the Stalin Line.

Conclusion

Seventh Mechanized Division had been issued 250 light tanks before the war started. Mechanical breakdowns, air attacks and losses during the breakout had significantly reduced that number. Their howitzer regiment also had to be left behind as they had never received the tractors to move their guns. They were easily brushed aside by the Germans who would reach the Stalin Line by nightfall.


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
  • 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).
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.

Display Order of Battle

Germany Order of Battle
Heer
  • Motorized
  • Towed
Soviet Union Order of Battle
Army (RKKA)
  • Mechanized
  • Towed

Display Errata (5)

5 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 951

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

(plloyd1010 on 2015 Jul 31)

Display AARs (3)

Super scenario
Author waynebaumber
Method Solo
Victor Soviet Union
Play Date 2023-08-14
Language English
Scenario WoaP017

This is one of the smaller scenarios from W & P (two maps 18 turns) but is a cracker, elements of a Soviet motorized division have to try and stop German panzer unit from crossing the map and exiting eastwards. The main issue the Soviet commander has to deal with was having to defend a large area as the German forces enter the map, the only thing you can do really is parcel your forces into groups and be prepared to change your line of defense as the situation becomes clear. The German player has choices to whether to head for the exit or engage in battle. This is the beauty of this scenario, that and the VC as the Soviets get points for every step that does not exit the board for whatever reason, the Germans get points for exiting and for destroying enemy units. The Germans enter the board and sweep all before them initially exiting some MTC and A/C units very quickly, however the Soviet commander maneuvered his units against the main German thrusts and engaged them in close assault thus slowing them down even if eventually coming second best in the combat. Undoubtedly the star of the Russian forces was the 81Mtr company who kept up a rapid and accurate rate of fire and eliminated a whole German company while being transported. (Poor play by me and the dreaded double 1 of doom at the wrong time) as this was a solo play I did not keep a running total of Germans steps left on the board so I was unaware of who would win until the end of the game. As the Germans had to get double the amounts of VP it was actually a surprise when the final VP count resulted in Ger VP's 90 to the the Sov 48 so a narrow win for the Red Army. *The best scenario I have played for a while, all down to good well written VC's and an excellent situation/problem to solve for both sides. *

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Overcoming the Blocking Force
Author Diocletian
Method Solo
Victor Germany
Play Date 2012-04-14
Language English
Scenario WoaP017

I tried the scenario as a solo game to experience the operational situation with a strong panzer force trying to overcome a primarily infantry blocking force.

The game requirements stated I need France '40 for some counters, but I found I did not need it. I had all the counters from the existing games and suppliments I had.

Soviets set up first. All dug in. Infantry in stacks of three units or with a HMG or 45mm AT gun. I used one of my created leaders from Campaigns and Commanders, a Soviet Captain with a 9 morale and a +1 combat and +1 morale modifier. He was placed in command of a stack of three INF units to the south protecting the flanks. The Armor units were stacked to the north. No infantry with them. I read that the Soviets tended to delpoy tank formations alone at this stage of the war.

The Germans were deployed on west side. I had two panzer units stacked with an infantry unit in a SPW-251. Other infantry units were deployed in trucks behind the armor spearhead. The Germans had one leader for every two units. This was to help a great deal in the battle.

The higher German intiative allowed them to advance first with a +2 phase bonus. The panzer spreadhead advanced, then off board artillery was combined to pound the central defensive unit.

The armor moved in a north east direction to engage the Soviet armor. The German initiative and additional armor efficiency fire enabled the panzer to make a mess of the Soviet armor in a few turns.

The German infantry deployed out of the trucks and hit the Soviet center. Offboard artillery and the 81mm mortars supported the attack.

Once the German panzers were able to destroy the Soviet armor, the could pivot to the south to hit the Soviet infantry in the flanks. From that point it was overwhelming firepower and maneuver against dug in infantry. The German morale and leadership advantage along with combined arms firepower enabled the Germans to overwhelm Soviet infantry.

My Soviet Captain did a noteworthy assault of a German infantry stack by inflicting a 2X step loss, but that was able all the Soviets could do. The tanks scored a step loss on some panzer II's up north

In all the Soviets experienced 24 step losses and the Germans four.

With the step level VP's and the ability to exit the map mostly intact, the elements of the 11th Panzer Division were able to secure victory.

The scenario is a very good depiction of Blitzkrieg tactics and the superiority of a well equipped panzer force. I found the game was just about all over by turn 12. Turn 13 to 18 was mopping up and exiting the map. Some Soviet units (including my Captain) were able to escape the south end of the map to fight another day.

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Best as solo and training
Author campsawyer
Method Solo
Victor Germany
Play Date 2022-01-31
Language English
Scenario WoaP017

This scenario is best played solo as the balance is heavily favored for the Germans. The Germans are on the attack with a sizable combined arms force. They will just need to punch through the Soviet lines and exit the bulk of their force from west to east side of the board. The Germans have good off board artillery with none for the Soviets. Germans will dominated with PZIII's and IV's against the thin skinned BT5 and 7's. There is a bit of maneuverability to the BT's but low range of their 45mm guns to the Germans 50mm guns shows. It is a bit of a logistical challenge to get the Germans back in line to get off the board after they break the Soviet line, but good time management will make it easy to get off the board. The Soviets have some chance of tying the Germans in assaults, but this can just lead to loss over time. In the end a easy German win.

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