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
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Panzer Lion II: Targu Frumos
Army Group South Ukraine #9
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany Grossdeutschland Division
Soviet Union 14th Guards Heavy Tank Regiment
Soviet Union 27th Guards Tank Brigade
Soviet Union 29th Tank Corps
Soviet Union 81st Guards Rifle Division
Display
Balance:



Overall balance chart for AGSU009
Total
Side 1 3
Draw 0
Side 2 0
Overall Rating, 3 votes
5
4
3
2
1
4
Scenario Rank: --- of 913
Parent Game Army Group South Ukraine
Historicity Historical
Date 1944-05-02
Start Time 08:00
Turn Count 20
Visibility Day
Counters 107
Net Morale 0
Net Initiative 1
Maps 4: 22, 23, 24, 25
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 177
AAR Bounty 159
Total Plays 3
Total AARs 3
Battle Types
Exit the Battle Area
Urban Assault
Conditions
Hidden Units
Off-board Artillery
Scenario Requirements & Playability
Army Group South Ukraine Base Game
Eastern Front Counters
Elsenborn Ridge Maps
Red Warriors Counters
Road to Berlin Counters
Introduction

While the fighting still going on to the north had tied up a good portion of their infantry, Soviet mobile elements pushed on to Targu Frumos alone. Leading the charge were thirteen new-model, heavily-armored Joseph Stalin tanks now mounting a hard-hitting 122mm gun. With both their infantry regiments holding out to the south, Grossdeutschland had to rely on their panzers to stop the incursion.

Conclusion

The fighting opened with 25 Soviet tanks attempting to take Targu Frumos from the north in a coup de main. A hidden 88mm battery broke up this attempt, and after the Soviets regrouped the heaviest tanks on each side became engaged in a long-range battle. The German tanks came out on top, and the Soviet attack came to a halt as their tanks contented themselves with long range fire. The heavy panzers then moved to assist German fusiliers. Gen. Hasso von Manteuffel showed why he was known as the Panzer Lion: his Grossdeutschland Division severely crippled 2nd Ukrainian Front's offensive ability while suffering negligible losses.


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)
  • 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 Order of Battle

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

Display Errata (7)

7 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 41

All SS PzIVH tanks should have a movement of 8.

(Shad on 2010 Dec 15)
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 484

Liberation 1944's Tiger movement and armor ratings are backwards. They should be Armor 7 and Movement 5.

(petermc on 2014 Feb 14)
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 884

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

(Shad on 2010 Dec 15)

Display AARs (3)

Tanks, Tanks!....and Hulks
Author Retiredgrunt17
Method Solo
Victor Germany
Play Date 2018-02-25
Language English
Scenario AGSU009

A tank heavy scenario that hinges on a breakthrough for the Soviets to win. The Germans set up a gun/tank line on the hill on map 24 and a screen of Panthers on map 23 to slow the Soviet advance. The Germans do just that. The T-34s are no match for the Panthers and Tigers the Germans have forward, and push their armor to the right to move across the German left and take Targo Frumos from the flank. One problem. The Germans can adjust their forces sideways faster than the Soviets can push right and then forward. The result was a massacre of the Soviet armor. The infantry isn’t strong enough to take the town and the Soviets exit 8 steps. German win.

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Army Group South Ukraine, Scenario #9: Panzer Lion II Targu Frumos
Author JayTownsend
Method Solo
Victor Germany
Play Date 2010-01-01
Language English
Scenario AGSU009

Posting #1

This is my scenario of the week! I’ll be playing this a little bit all week. This scenario looks great. The unit mix, the scenario situation, the topic, the time period, the size and the length of the scenario, should make for an excellent play.

The unit mix on the German side which has a bunch of cool armor types: PzIVE, PzIVH, PzIVF2, PzV, PzVIE/Tiger and some interest mix of INF/AT/ART.

The unit mix on the Soviet side which also has a bunch of cool armor types: T-34/76b, T-34C, T-34/85, JS-2 and BM-13 & some interesting mix of different INF types, including my favorite the SMG, not to mention the Guard & RKKA armies are really mixed up in this battle.

Points are scored by step losses, control of the town hexes on board 24 and how many units the Soviet can exit on the South edge of board #24 and the East edge of board #24, below the east-west road.

I have the German setup in two groups. The Germans are setup well forward on or below the east-west road on map boards 23 & 22. Kind of an ambush/delaying force, that will do their damage and hopefully fall back to map board 24, where the Infantry and heavy weapons support battle group is stationed to block the Soviet exit points and deny them any city hexes as well.

The Soviet have to come on board in the North Battle Group board # 23 and the North Battle Group board #22 according the scenario instructions. Both groups are heavily mixed Guard & Regular Army. Their battle plan will depend on how well they can get by the German armor in a timely fashion without too great of losses. Hopefully the JS-2’s & T-34/85’s can balance out the heavy German armor.

I am not sure how this will turn out but I am looking forward in seeing how it unfolds! This scenario has everything you could want in a late Eastern Front battle/scenario. Armor/INF/Rockets and it's not too large of a battle. Not too many counters, so the battle is very manageable and only 20 turns, so there is no messing around, you have to all out go for it right away!

Posting #2

The situation is now very interesting, as I would guess the whole battle will be but the Soviets have now enter the Northern edges of the Battle field in force in four entry points as the time is very short in this battle.

The Germans have take out 6 steps of the Soviet Armor mass. The next activation is very critical for both sides as the Soviet armor has closed with the German armor and in one place are attempting to blow by them. So the Germans will have about a turn or two at the most, where they will have to shot up some more Russian armor and pull back to defend their Infantry & supporting units or they will get tangled in the Soviet Infantry, which would not be good at this point of the battle.

The next two turn look to be a mini Kursk but a 1944 version. This will be cool to play out!

Posting #3

This was a fun scenario to play, as I played a little all week. This battle really had two phases. The first phase being the armor clash on the Northern half of the board before the breakout attempt and the two Infantry & support units would engage. • The Armor Clash:

This went pretty historically with the German getting the upper hand with better placed armor waiting for their prey!

Russian mistakes in this phase, were that they didn’t play to their strengths, by grouping in numbers, instead, they came on board in four areas, too spread out. True the scenario makes you come on in two groups on the different boards but I used 4 groups. Also, only the Russian Guard units have Armor Efficiency, so most of the Soviet armor can only shoot once per turn, which really offsets their numbers. Had I realized this before turn one, I would have played this differently.

The Germans did a great job with their initial setup. The only thing they did wrong was get greedy, trying to pick off more Soviet armor then they should have and in a few areas they didn’t pull back in time and got caught in Infantry assaults. Even though I said I wouldn’t let this happen it did in a couple of places. 18 points of SMG and a Leader can do a lot of damage to armor in city hexes with assault combat. Other then those tangles, they had a good game plan but those JS-2s can put a hurt on you.

The German side did so well at this point, I should have call the battle, as the Russians did historical but since this is just card-board and I was really enjoying the flow of this battle, I decide to play it all the way out. I wanted to see if the Russians could still get 25 steps off the map board. • The Breakout Attempt:

At this point, much of the German Armor that wasn’t too engaged, start to pulling back instead of getting over run by hoards of Soviet Infantry!

The Russian came close to getting the 25 steps off the board and taking away 25 victory points from the Germans. They got 23 steps off the board but even if they had gotten 25 or more steps off the board, they still would have lost by total victory points, as I mentioned, they lost too many armor steps in the first phase of the battle. They also controlled no town hexes on board #24.

The German stuck to their game plan and won this battle but did take some lumps with their armor as well.

At the conclusion of the Game, the Germans had 132 victory points to the Soviets 76 victory Points. A Major German Victory!

Even though the battle turned out as above, it was very enjoyable to play, it flowed very well. I recommend pushing some counters around on the scenario.

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Panzer Lion II
Author waynebaumber
Method Solo
Victor Germany
Play Date 2010-12-24
Language English
Scenario AGSU009

A mixture of Soviet Guards and Red Army units have to fight across the length of two boards, capture a town and exit 25 steps for victory. The Germans have some infantry in their order of battle but rely mainly on the Panzers to blunt this attack. In my solo game the Soviet forces slowly advanced up the two main road axis. The advance was slow due to the Fog of War rules which kept ending the turn early. The German forces were dug in on the crest of a ridges awaiting the Russian onslaught. The German off board artillery and on board morters kept disrupting and further slowing the Red Army as it deployed from road march to try and make a combined arms assault on the first German line. By 1030 the Soviet commander ordered the general advance, although the Red Army took heavy casualties the line was breached and there was a gap for the Soviet's to flow through and start exiting the playing area. The Panzer commander reacted quickly , switched his reserves and just plugged the gap in time. (In game terms he won the initative by 4 and using the east-west road moved a Tiger,Panther and 2 PzIV's to block the way). In the next turn the Panzer's shot first and 6 T34/76 and 4 T35/85 became scap metal with not even a scratch on the Panzer's paintwork. This was the turning point as it was obvious that the Soviets would not force a win. I continued playing for several more turns and although German casualties did begin to grow as they retreated slowly back to the town, time was running out and not one Red Army unit was in a postion to exit or take a single town hex. This would be a major German victory. This is an intresting scenario in the mixture of troop types and AFV's but IMO a hard ask for the Soviets to get even a minor victory. However I am ready to be proved wrong!

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