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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A Stronger Effort
Workers and Peasants #23
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 10th Panzer Division
Germany 2nd SS "Das Reich" Division
Soviet Union 29th Guards Rifle Division
Soviet Union 42nd Guards Tank
Display
Balance:



Overall balance chart for WoaP023
Total
Side 1 1
Draw 0
Side 2 1
Overall Rating, 2 votes
5
4
3
2
1
3.5
Scenario Rank: --- of 940
Parent Game Workers and Peasants
Historicity Historical
Date 1941-10-15
Start Time 10:30
Turn Count 15
Visibility Day
Counters 123
Net Morale 0
Net Initiative 2
Maps 2: 11, 23
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 166
AAR Bounty 165
Total Plays 2
Total AARs 2
Battle Types
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Terrain Mods
Scenario Requirements & Playability
Battle of the Bulge Maps
Eastern Front Counters
Elsenborn Ridge Maps
Sinister Forces Counters
Workers and Peasants Base Game
Introduction

With SS Reich Division having taken and then lost both Artemki and Utitzy all on the same day, LX Panzer Corps ordered Brigade von Hauenschild to swing part of their force south to retake Utitzy. Both sides had been bloodied on the previous day but the stakes were too high to allow time for regrouping.

Conclusion

Early in the battle, the commander of SS Reich Division was seriously wounded when his halftrack was hit by a Katyusha rocket. Nevertheless, the SS men rallied to take Artemki in heavy fighting, only to be thrown out again by a counterattack. On the other hand, Utizy fell to Brigade von Hauenschild and remained in German hands. Farther north the Soviet 5th Army's commander would be seriously wounded organizing a defensive line against Brigade von Hauenschild.

Additional Notes

German army SK9 substituted for the Luftwaffe one in the scenario book.


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
  • Assault Gun: if closed-top, 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
  • Towed
Luftwaffe
  • Mechanized
  • Towed
Schutzstaffel
  • Mechanized
  • Motorized
Soviet Union Order of Battle
Army (RKKA)
  • Mechanized

Display Errata (4)

4 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 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 (2)

Stronger, but still not enough
Author campsawyer
Method Solo
Victor Soviet Union
Play Date 2013-07-29
Language English
Scenario WoaP023

This is a continuation of the Borodino mini-campaign in the W&P supplement. After the loss of Armenki, the Germans throw the 10th Panzer Division with the 2nd SS Division to retake the town. The Soviets have a purely defensive force of infantry and guns to defend the town. The Germans have the advantage of the number of troops, number of tanks, OBA and aircraft. But the Germans have some flaws, namely morale of the SS troops and that the 10th must attack the farthest away from attack on Armenki. This will force them to reduce the other towns of Borodino Station and Ozety before they join the main attack.

The Soviets understand this issue and setup to defend Armenki but position enough of a force to make the 10th Panzer Division attack before pivoting south. This is slow them down and burn through time, which is also an issue for the Germans. The 2nd SS Division is too weak to attack alone against the defended town. They will need to probe for weak spots and force them while waiting for the 10th to arrive.

The 10th advances onto board 24 and proceeds to close on both Borodino Station and Ozety. Two groups of battle groups close on the towns but Soviet defenders are tough and put up a stiff fight. This ties up the 10th for most of game but they do reduce Ozety and Borodino Station, but this keeps them out of the fight for Armemki, which is left to the 2nd SS. There fight is the one that is a bit more interesting.

The 2nd SS move to attack the town of Armemki along the southern edge. The Soviets have placed 76.2mm AT guns to guard the western approaches with dug in infantry to their front. With the lower morale this will make assaults tougher to close on and more infantry units will be disrupted and demoralized before any assaults. In the southern end of the town there is only a Soviet INF and reduced HMG. As the Germans close the Soviets shift infantry to support the INF/HMG. The SS men are able to close and assault but not after having to recover from the OP fire. Soviet artillery was keep to slowing the Germans. Just as the SS STUG rolled up to help with initial town assault, they are hit with OBA and the STUG is demoralized. Later the OBA hits and kills the SS Colonel leading the battalions. Slowed and temporarily stop the SS floundered at the outer Soviet defenses. Repeated assault finally take two town hexes but this is not enough to get twice as much VP's than the Soviets, so the German assault fails.

Despite this short AAR the scenario is quite fun and can go either way. German luck was failing with several repeat assaults were required by the 10th. Soviet troops were in good spirits to hold the towns while the Germans seemed easily broken by fire. The SS were particularly a challenge with the lower morale and with the 7-0-0 Colonel who panic and was killed.

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A Stronger Effort Succeeds for Germany
Author rerathbun
Method Solo
Victor Germany
Play Date 2010-09-25
Language English
Scenario WoaP023

This scenario is a classic demonstration of the advantages of higher morale and good infantry/armor cooperation. In the northern half of the battle area, German Heer with good morale and plenty of armor face two villages defended by Soviet infantry with equal morale. In the south, poorer quality SS troops with practically no armor support face a larger town defended by more Soviet infantry. Both sides have off-board artillery.

In the north, the Germans advance quickly to good firing range and begin to reduce the towns with Direct fire and artillery. Once they soften up the defenders, combined arms teams of armor and infantry move into the assault. Both northern towns are cleared by 1230 and the northern forces move south to assist the SS.

The Russians use most of their artillery in the south to break up the SS infantry's advance. Disruptions and Demoralizations slow the Germans to a crawl. The SS troops spend a lot of activations regrouping. As the number of activations per turn rises, they are also hindered by Fog-of-War rolls, as the Germans give priority to the north where things are going well for them.

In the last hour-and-a-half of the scenario, the German armor and nearer infantry move down from the north to help out the SS. The SS is finally able to close on the town and commence some assaults, with the armor doing most of the heavy lifting. The Germans are able to take just under half of the southern town, with one-third still in Russian hands and the remainder still contested.

Between the town hexes controlled and the heavy losses inflicted on the Russians, the Germans get the victory.

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