Panzer Grenadier Battles on April 28th:
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Clash of Armor
C&CV1: War in the East #4
(Defender) Germany vs Poland (Attacker)
Formations Involved
Germany 9th Panzer Division
Poland Pomorska Cavalry Brigade
Poland Warsaw Armored Mechanized Brigade
Display
Balance:



Overall balance chart for CCV1004
Total
Side 1 1
Draw 0
Side 2 2
Overall Rating, 3 votes
5
4
3
2
1
3.33
Scenario Rank: --- of 913
Parent Game C&CV1: War in the East
Historicity Alt-History
Date
Start Time 12:00
Turn Count 16
Visibility Day
Counters 85
Net Morale 0
Net Initiative 1
Maps 3: 15, 17, 5
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 156
AAR Bounty 165
Total Plays 3
Total AARs 2
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
White Eagles Counters
Introduction

As German tanks speed toward Warsaw, the Polish high command commits one of its two armored formations to stop the German thrust. Polish cavalry are attached to the armored force to provide extra speed and firepower, but German artillery and air cover will make it difficult for such a force to stop the German advance.

Conclusion

Here most of the VP-generating town hexes are in defensible terrain that the Poles should be able to hold, but the Germans will score lots of VPs by shooting up thin-skinned Polish tanks.


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
Poland Order of Battle
Wojska Lądowe

Display Errata (3)

3 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 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 (2)

Polish Persistance
Author filbox (Germany)
Method Face to Face
Victor Poland
Participants unknown
Play Date 2012-04-15
Language English
Scenario CCV1004

September 1939 campaign Pt 4 Clash of Armour

As German tanks speed towards Warschau, the Polish high command commits an armored formation to stop the high tide.

Since this is a meeting engagement, both sides deploy as fast as possible, trying to grab the many valuable key positions. The east-west road is vital for these operations and after a few turns, most of the battlefield is divided. The Poles hold the easternmost towns while the Germans manage to take the westernmost town.

Soon the Germans organize to assault the towns, starting on the centerboard. A successful combined assault quickly dispatches the Polish defenders and at this moment nothing seems to disturb the German thrust towards the other towns.

But, as before, the German armor overstretch and they lose their Pz III contingent, one of their most powerful units. Suddenly those cowering Polish Vickers B tanks look a lot more threatening and the Poles decide to actually do something constructive. Because all the German troops are concentrated along the road, the Polish Armored Cars surge along the northern flatlands, trying to cut the German supply route. The Germans now have to make a big decision, using their Deus Ex Machina PzIV unit to assist the infantry assaults on the Polish towns, or to deal with the hinterland threat. The German Major decides on the latter. This basically decapitates the surge eastwards, much to the relief of the Poles. The Armored Cars were all butchered but their sacrifice was vital for the survival of the Polish PBI.

At Scenario end, the Poles were still in control of most of the road and all the eastern towns. The Germans held on to the 2 towns on the centerboard and were lucky to still hold on to their supply route.

VP: Poles 45 – 30 German. After 4 games, the Germans still have a 17 VP lead.

Our campaign leaders were omnipresent, especially the German ones, finally earning Lt König a much deserved Infantry Assault Badge. But HQ’s must have sand in their eyes, no one was noticed by the brass so still no promotions!

0 Comments
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Can Opener
Author Matt W
Method Solo
Victor Poland
Play Date 2012-11-19
Language English
Scenario CCV1004

Two relatively equal forces run into each other. The Germans have some air support and the Poles have some cavalry. The Poles have a bunch of infantry support tanks. While the Germans certainly have the better tanks at the top end with a platoon each of PzIIIs and PzIVs, they are also bringing along a bunch of PzIs and PzIIs to give the Vickers B's in the Polish arsenal a target rich environment

It was interesting, given the heavy emphasis towards mechanised combat that the real hero of the scenario was the Polish Kapitan (Rozycki) who led an infantry and cavalry force that swarmed over the best tanks of the German force reducing them to smoking hulks.

The Germans lost 8 tank steps to the 1 lost by the Poles and 10 other steps to the Poles' 9 losses. The Poles, however, controlled 7 town hexes to the 1 held by the Germans. This ended up being a huge Polish win 45-18.

In addition the Polish leader got his second medal while to date no Germans have a medal. It was a well deserved medal as he led the assault north of the woods that ended up destroying the PzIIIs and PzIVs. Both sides, however, have Captains so the effect on the campaign of such medals is to date nothing. The Poles lead the campaign 205-123. The Germans need a big win coming up.

Given the VP rich entry area that the Poles enjoy it is hard to see how the Germans can win this one. They have to keep their tanks held closely and intimidate the Polish armor (something I didn't do, I actually tried to get the good tanks north of the woods on board 15 and they were caught by the high initiative of the Poles and destroyed in assault combat before they could get off a shot.

This is, however, a fun scenario as the Poles try to find a way to use their swarms of TK-whatevers and their armored cars. The order of battle contains some of the oddest menagerie of armor seen in one scenario except for some of the Kursk scenarios (I reserve my judgment on Saipan...). I toyed with giving this one a 4 but it just seemed a little too programmed for that. Still a lot of fun to play and well worth the time.

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