Panzer Grenadier Battles on April 27th:
Arctic Front Deluxe #40 - Children's Crusade Broken Axis #14 - Târgu Frumos: The Second Battle Scenario 3: Sledge Hammer of the Proletariat
Army Group South Ukraine #6 - Consternation Road to Berlin #73 - She-Wolves of the SS
Errors? Omissions? Report them!

Polish Steel

Polish Steel boxcover
AP Series Panzer Grenadier
Designers Bennighof,
McNair
Game Type Expansion
Format Spiral bound
Release Date 2010-08
Availability Out of Print
Scenarios 10
Counters 77
Counter Type Die-cut
Maps 0
Immortalize yourself as the first member to complete this game!
Overall Rating, 7 votes
5
4
3
2
1
3.86
Expansion Rank: 18 of 114
Popularity: Ownership & Activity
Status Owned by 10% Played by 1% AAR'd by 1% Medaled by 0%
Rank 80th of 163 148th of 152 116th of 150 TBD
Expansion Game Requirements & Playability
10/10 Polish Steel
10/10 Road to Berlin
9/10 Cassino '44
7/10 Eastern Front
7/10 Elsenborn Ridge
6/10 Battle of the Bulge
6/10 Fall of France 1
6/10 Iron Curtain
2/10 Iron Wolves
1/10 White Eagles
Display
Balance:



Overall balance chart for Polish Steel
Total
Side 1 4
Draw 3
Side 2 0
box back

When Nazi Germany surrendered in May 1945, over a quarter-million Polish soldiers were serving in the Western Allied armies, chiefly in the Polish I and II Corps. Just over 100,000 accepted offers to return to Poland; the remainder refused repatriation to their now-communist homeland and settled elsewhere.

Polish Steel is a supplement for the Panzer Grenadier system that looks at how these unquestionably brave and supremely skilled veterans might have acted in a new war between the Soviet Union and the Western Allies.


Display Scenario List (10)


Display Order of Battle

Poland Order of Battle
Home Army
  • Foot
Wojska Lądowe
  • Misc
Soviet Union Order of Battle
Army (RKKA)
  • Motorized
Guards
  • Motorized
  • Towed
United States Order of Battle
Navy
  • Misc

Display Relevant AFV Rules

AFV Rules Pertaining to this Game'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
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
  • Self-Propelled Artillery: 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).
  • 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.
  • 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)
  • Unarmored Weapon Carriers: These are unarmored halftracks (Bufla and Sk7/2) or fully-tracked vehicles (Karl siege mortar) with mounted weapons. All are mechanized, except the BM-13 (Katyusha rocket launcher mounted on a truck). They are weapon units, not AFV's, so they are never efficient and cannot be activated by tank leaders. (SB)

Display Errata (8)

8 Errata Items
Scen 2

The required aircraft counters were not included. See the AP website for downloadable replacements.

(Shad on 2010 Dec 01)
Scen 3

The required aircraft counters were not included. See the AP website for downloadable replacements.

(Shad on 2010 Dec 01)
Scen 9

There is an entry for Tiger II but this should be Tygyrs.

(campsawyer on 2010 Oct 27)
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)
Overall balance chart for 881

All Guards JS-IIs should have AT fire values of 8-8.

(Shad on 2010 Dec 15)
Overall balance chart for 912

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)
Overall balance chart for 884

All Guards T-34/85 tanks should have AT fire values of 7-7.

(Shad on 2010 Dec 15)

Display Nations (3)

Nations at War - Scenario Appearance Percentages
Poland
100%
Poland
Soviet Union
100%
Soviet Union
United States
10%
United States

Display Battle Types (8)


Display Conditions (5)

Errors? Omissions? Report them!
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