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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Strength Renewed
Workers and Peasants #24
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 10th Panzer Division
Soviet Union 29th Guards Rifle Division
Display
Balance:



Overall balance chart for WoaP024
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
5
Scenario Rank: --- of 940
Parent Game Workers and Peasants
Historicity Historical
Date 1941-10-16
Start Time 07:15
Turn Count 24
Visibility Day
Counters 190
Net Morale 0
Net Initiative 3
Maps 4: 10, 23, 25, 27
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 198
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Breakout
Inflict Enemy Casualties
Road Control
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
Fall of France 1 Maps
Red Warriors Counters
Workers and Peasants Base Game
Introduction

Two days of hard fighting had bled the under-strength Brigade von Hauenschild nearly white, so the belated arrival of its second infantry regiment was greeted with joy and relief. With its strength renewed, the brigade now hoped to advance up Moscow Highway while breaking 32nd Rifle Division ability to resist.

Conclusion

The newly arriving infantry turned the tide of battle in the Germans' favor. The initial fury of the German drive pushed the 332nd Rifle Regiment out of Semenovskaya and Borodino Station, but spirited Soviet counterattacks retook Borodino Station and stopped the Germans cold in the hills beyond Semenovskaya.


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 (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 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(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 (1)

Strength renewed and drained
Author campsawyer
Method Solo
Victor Germany
Play Date 2013-10-27
Language English
Scenario WoaP024

This scenario proved to be a very interesting and fun scenario. A moderate to large sized play it has some interesting twists that make it more difficult than it looks. First the setup, although the Germans are on the attack they must setup first. This gives the Soviets the advantage to position their defense based on the German attack. Second the victory conditions, a series of objectives that the Germans must achieve to win. Most are difficult and one is nearly impossible. But it is not all that easy for the Soviets. They have mostly infantry units and artillery which makes them not to mobile, while the Germans have a good lot of PZIII's to move around and fire on the weak points of the Soviets. But first they must overcome the Soviet knowledge of the the attack. The Germans also get some aircraft and the Soviet get some reinforcing BM-13's.

Back to the setup, this is a four board setup lengthwise and double stacked. This gives a little room to maneuver, but there are some interesting terrain mods. Railroads, trails limited hills and lots of woods. The fighting will general center around Borodino Station with a grueling assault by the Germans on the town. But trying to maneuver the German will run into woods and a dugin, town deployed set of INF's and HMG's that will be another grueling assault. For the Germans, they setup one battalion of infantry supported by HMG's, ENG's and some PzIIIG's in Utitzy. These will be the troops that will have to brave point blank fire from the Borodino Station defenders. These prove to be two company of INFs and a company of HMG's. To the west, setup in the large woods the second German battalion setup to attack north into Semmenakya, then turn east to move across the east-west road. Here the Soviets have setup three companies INF and a company of HMG's. The Germans have PzIIIH's and PzIve's to push the Soviets out. Soviet artillery is positioned in the woods behind Semmenakya to cover both towns. The Soviets one weak link is they have nothing to cover a breakthrough and will need to stop the Germans cold.

The attack on Borodino Station start bloody for the Germans. As the move up the Soviet spotters in the town hit the assault force for two step losses and quite a few disruptions. Good German leadership gets the attack back on track by moving the remaining assault ENG's up under the cover of the rail embankment. They are able to close on the defenders and start to break the Soviet morale. German assault teams move up but Soviet OP fire comes back to life and keeps reinforcements at bay. Several turns pass as the initial assaults bog down with disruptions and demoralizations for the Germans, but they get back on track with two key assault victories. The first assault clears the town after a three step loss on the Soviets wins the hex. Second was a full strength Soviet HMG is lost to a OBA barrage leaving a demoralized INF to defend. This is quickly dealt with by the assault force. But the casualties are high for the assault force, eight steps lost for the Soviet sixteen lost. But the town was in German hands and this gives the first and second victory conditions.

To the west the second battalion begins there attack on Semmenakya. The first troops look to take the high ground in front of the town, but wind up in a prolonged attack that takes most of the scenario to break out of. One Soviet company is able to hold up the German attack as they are not able to break the Soviets. Given that most of German OBA is tied up with the Borodino attack support fire is relegated to a couple of German mortars. The Soviets shift troops after the loss of Borodino Station and are able to keep a large blocking force in front of the Germans. This forces the Germans to abandon the attack on Semmenakya and shift forces to support the breakout of Borodino Station. But the Soviets take advantage and get a few German step losses.

The last act of the scenario is the breakout and exiting of the German troops off the board. After consolidating the Borodino assault force, the Germans push for the heights before the town. Several PzIIIG's and H's advance up the hill and take care of the BT's on the hills. Two companies of German troops advance to support as the Soviets rush to try to cut off the Germans. But it is too late with the edge of the heights taken the block the Soviets from counter attacking Borodino Station as well as firing on the exiting SPW251's and the lead forces to push on Moscow. The final victory for the Germans with three of four victory conditions achieved.

It was a tough victory for the Germans, nineteen steps lost. But there was still enough to get twenty five of the board. The Soviet lost was bigger, forty two steps lost. Most of these loses were during the fight for Borodino Station, but due to the roadblock that could not be broken this forced the Germans into more exposed positions and losses accumulated there as well. A very good play and highly recommended for two player play.

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