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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Blitzkrieg
C&CV1: War in the East #3
(Attacker) Germany vs Poland (Defender)
Formations Involved
Germany 9th Panzer Division
Poland 19th Infantry Division
Display
Balance:



Overall balance chart for CCV1003
Total
Side 1 3
Draw 0
Side 2 1
Overall Rating, 4 votes
5
4
3
2
1
3.5
Scenario Rank: --- of 913
Parent Game C&CV1: War in the East
Historicity Alt-History
Date
Start Time 08:00
Turn Count 24
Visibility Day
Counters 184
Net Morale 0
Net Initiative 0
Maps 3: 18, 19, 6
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 185
AAR Bounty 159
Total Plays 4
Total AARs 3
Battle Types
Road Control
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Scenario Requirements & Playability
C&CV1: War in the East Base Game
Eastern Front Maps + Counters
Road to Berlin Maps + Counters
White Eagles Counters
Introduction

The full weight of German combined arms comes to bear on a Polish infantry division holding one of the main roads to Warsaw. And since this is a fictional encounter, Polish cavalry do get a charge German tanks.

Conclusion

Here's another big scenario where the Poles have plenty of numbers with which to hold back the Germans, but they have little cover while the Germans have overwhelming firepower. Polish Leader Characters will earn plenty of LPs for rallying disrupted and demoralized units, and those with the Rural Assault Skill will have plenty of opportunities for LPs and medals.


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
  • 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
Poland Order of Battle
Wojska Lądowe

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 691

One unit of Polish Calvary from White Eagles has a printed movement of 5, it should be 6 like the rest.

(garbare83686 on 2023 Aug 13)

Display AARs (3)

Immer Geradeaus Fahren !
Author filbox (Germany)
Method Face to Face
Victor Germany
Participants unknown
Play Date 2012-03-01
Language English
Scenario CCV1003

Polish Campaign part 3: Blitzkrieg

Third scenario in the 1939 Polish Campaign, and basically the title says it all! A vast array of German platoons and their armored compadres have to clear the board and wipe out as much Polish defenders as possible. The Poles on the other hand have the daunting task of keeping the Germans from surging on towards Warschau and probably more accurate, to keep the losses tally low to keep the campaign alive.

The Polish defense line was this time split in groups: the most western town was heavily defended, the road between the 2 center woods was sandbagged, more roadblocks were placed further east and a considerable contingent occupying the eastern towns as a last resort. Several AT platoons were deployed concealed deep in the woods en marshes.

German infantry engulf the board while the Panzers stay off board until the Luftwaffe cleared the potent Polish AT from the field. While the Stukas are pounding the canons, the first town gets surrounded and assaulted. Fierce Polish defenders try to make the going tough but they know that the overwhelming odds don’t look promising.

Overall, the German advance in the opening stages is not very Blitzy! The advance is slow because their tactic is sure and ruthless: pound what is ahead with artillery and send in the infantry to mop up what is left standing when dust falls. After three hours of continuous air strikes, most AT firepower is blown to smithereens and the German Panzers finally put some millage on their meters. Soon enough, they form point in the vanguard, giving vital support to the PBI.

Four hours into the battle, the Western town succumbs, killing just about all its Polish occupants. But their valiant sacrifice is not in vain, they bought invaluable time that might save other brothers from the same fate. Most roadblocks are no more than mere hurdles that never seem to stop the German onslaught and things are not exactly going peachy for the Poles. But then suddenly momentum starts to drop and the German invaders have to take a cigarette break. Some well placed MG nests prove too hard to take out and the Armored Cars that bypassed this position, overstretched, which led to their demise. So the Germans cut their losses and decided upon clearing the road as priority, leaving the Eastern towns for what they were. A last minute gamey Polish counter tactic to take some road section back by bike, failed miserably and both sides decided that dinner was served and game ended.

The Germans had it in the bag: they occupied the western town, had some influence in the lone town hex on the eastern side, controlled two thirds of the road and killed tons of Polish units! Overall, a very easy German victory (surprise, surprise) which was still pretty substantial when we started counting VP’s. Germany 67 – 30 Poland.

Campaign wise, the Germans take back the lead with a comfortable 32 VP’s. Both our characters were not very successful. On the German side, only LT König proved his worth but fell short to earn himself a shiny badge, still at 9-1-1, he is no sissy anymore. LT Jung got drawn into the town sluggathon but couldn’t hold his own. LT Nutzlos was not present.

On the Polish side, Por Lato was seen running from the battle which resulted in a reprimand, just what the doctor ordered. Por Kowalski fought ferociously defending a 75mm platoon, he got demoralized several times but only left his post when his unit got killed, kudos but no cigar! Por Lubanski, the hero of scenario 2, took a most cautious approach and was never in the thick of it, but still he managed to collect some LP’s.

This battle took us a fair amount of time to complete, not because it is a monster, but basically because both players couldn’t stay healthy for more than one week. On to part 4 and healthier times!

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More Bricks
Author Matt W
Method Solo
Victor Poland
Play Date 2012-11-15
Language English
Scenario CCV1003

The Germans enter this scenario with tons of OBA and a strong combined arms force. The Poles have plenty of artillery but it is on board and open to attack by swarms of German planes (2 counters per turn!). Other plays of this scenario have gone unabashedly to the Germans primarily due to the OBA.

As you can see, the Poles won this scenario by loading up the first town with leader characters with Urban Assault abilities, engineers and having some of the best fire (direct and indirect), assault and morale check rolls ever. The German planes hit the artillery again and again but were never able to dent it. While the units sometimes lost order they regained it every time and often were able to fire prior to the German aerial assaults by gaining the initiative. The German losses were so heavy that the Poles had the initiative advantage for most of the game (the Germans lost 21 steps in the first four turns).

After 17 turns of slamming against the Poles they were only able to claim three town hexes and one board's road against 6 town hexes for the Poles and two boards with undemorlized Poles on them. The Poles certainly were not going to lose the town hexes they held as the Germans still had to root out the engineers in the first town hex but an advance was likely to cost the Germans some more armor and plenty of steps. The potnetial victory would by pyrrhic as the Poles already outnumbered the Germans remaining. Better to offer terms to the Poles.

The engineers surrendered to the Germans giving them a fourth town hex but the Germans withdrew, thereby stopping the OBA and aerial assaults. The final score was Poles 72 - Germans 45. The dead piles of both groups were high but the German losses were tremendous. The leaders of both sides, however, were unable to advance as gains in LPs were matched by losses through disruptions and demoralizations. In addition, two Polish leaders were seriously wounded and will not be available for the next scenario (luckily a mechanized brawl). If there was one leader who really made a difference, however, it was the Polish captain with an artillery ability, whose management of the Polish heavy guns was devastating to the Germans.

One of the interesting pieces of the campaign system in C&CV is that it gives you the right to stop a losing battle. You can "grant" victory to the opposing side by withdrawing and cutting your losses and thereby keep from running up the VP total for the other side. Had this been a stand alone scenario the Germans might have tried a "Hail Mary" type attack with very little chance for success and a high likelihood of increasing the Polish margin of victory. As it was, a more rational route was followed.

The scenario is a fun one but will rarely work out as I experienced. I can see this one for any venue although it is long with many activations for both sides so PBEM would be a many month affair. I give it a "4".

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Blitzkrieg indeed!
Author waynebaumber
Method Solo
Victor Germany
Play Date 2011-11-10
Language English
Scenario CCV1003

A well led German light panzer division with excellent artillery and aircraft support has to push across three boards taking town hexes, clearing the main west-east road and inflicting casualties against dug in Poles with good morale but lacking AFV's and off board artillery. This was a solitaire game, the Poles main quandary is deployment. Too far forward could result in a very quick game too far back give the Nazi's easy VP with town capture and road clearance. The Polish commander went for a stand in the first town and then a fall back defense to the final board, the idea being to slow the Germans down and hope to get them bogged in an urban assault so by game end the road was uncleared the final town still Polish and a narrow win with VP. The German plan was to use combined arms and engineers to clear the town, identify the Polish A/T guns and eliminate with bombardment or Stuka those guns then unleash the tanks to encircle further Polish units. Regrettably for the Poles the latter plan worked very well, although the Germans did fail to clear the road and take the second town the Polish casualties were too heavy, and the Germans ran out easy winners. The only Polish highlight was taking out the German Col with a 7 opportunity fire shot which certainly slowed the Germans central thrust by a few turns! As a simulation of Blitzkrieg this scenario is very good, as a FtF game I would not rate it very highly. If part of the campaign game then there would be plenty of chances for German officer characters to gain Leadership points!

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