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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Tankers of Volokolamsk
Eastern Front #81
(Attacker) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 2nd "Vienna" Panzer Division
Soviet Union 27th Tank Brigade
Display
Balance:



Overall balance chart for EFDx081
Total
Side 1 7
Draw 0
Side 2 3
Overall Rating, 11 votes
5
4
3
2
1
3.27
Scenario Rank: 563 of 913
Parent Game Eastern Front
Historicity Historical
Date 1941-11-17
Start Time 10:00
Turn Count 24
Visibility Day
Counters 29
Net Morale 0
Net Initiative 2
Maps 1: 6
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 60
AAR Bounty 147
Total Plays 10
Total AARs 5
Battle Types
Covering Action
Inflict Enemy Casualties
Meeting Engagement
Road Control
Conditions
Off-board Artillery
Severe Weather
Scenario Requirements & Playability
Eastern Front Base Game
Introduction

Despite the heroism of the 316th rifleman, tanks from 2nd Panzer Division found the gap between two of the divisions regiments. The 27th Tank Brigade had received orders to transfer to Gorkiy for rest and replenishment, but its officers would have none of that: most of their men came from the Volokolamsk region. They turned their handful of tanks toward the sound of the guns.

Conclusion

The unexpected reinforcement stopped the German advance long enough for 316th Rifle Division to re-form its kines. After the 17th the 27th Tank Brigade disappears from Soviet situation maps, returning to the front in April, 1942 at full strength after rest and re-armament at Gorkiy.


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

Display Order of Battle

Germany Order of Battle
Heer
  • Mechanized
  • Motorized
Soviet Union Order of Battle
Army (RKKA)
  • Mechanized

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 951

The reduced direct fire value in Kursk: Burning Tigers is 4-4.

(plloyd1010 on 2015 Jul 31)

Display AARs (5)

First Real Ooponent
Author Retiredgrunt17 (Germany)
Method Dual Table Setup + Voice Chat
Victor Germany
Participants richvalle
Play Date 2018-01-21
Language English
Scenario EFDx081

Finished a game on Skype with Rich Valle. Very good play and good to clear up any ambiguities I had previously. It’s a small board and few units, but we managed to get a old furball going at the west edge of the map. His T-34s tore up my MkIIIs and Mk IVs pretty good as expected. I managed to pull my infantry to a good defensive position and counterattacked in the woods twice. The first one went well, the second had minmal results but allowed me to keep enough astride the road for a win. Great game and very fun with an opponent.

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Push to Moscow, Part I
Author TheDoctor
Method Solo
Victor Germany
Play Date 2014-02-28
Language English
Scenario EFDx081

Setup: Both sides enter the map.

Play: The Germans and Soviets rush towards each other, the German tanks sticking to the roads due to snow while the Soviets attempt to move off road to out flank the road bound Germans. The tanks decide to race ahead of their respective infantry forces, and a duel begins in the center of the map.

The Germans gain a quick upper hand by destroying the reduced T-34 with a lucky shot at over a kilometer, and proceed to direct their fire against the lightest tank, the BT-7. The Soviets manage to damage a PzIII, but two turns later, after several ineffective shots, the Germans manage to take out the other T-34, who fails his morale and retreat. The remaining BT-7 is no match for the Germans.

But the Soviet infantry begin to engage the German armor, but the German infantry arrive to block the attack, and the combined arms fire whittles the Soviets away, and the Germans thus chas them towards the eastern edge of the map.

Result: German Victory.

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INTERCEPTED
Author splat99
Method Solo
Victor Soviet Union
Play Date 2020-11-18
Language English
Scenario EFDx081

In the snows of November, a Soviet tank brigade charges into elements of a German panzer division, attempting to halt their advance. Each side enters the board in this meeting engagement scenario.

The Germans sent their PZ-IVE and one PZ-IIIF straight down the road before veering into the fringe of the woods, while sending the rest of the tanks on a flank move around the north end of the woods, and sent their infantry into the woods (where it could avoid the Russian tanks and get closer to the road without being exposed.) The Soviets countered by mirroring the German approach, sending the T-34's up the middle (and then into the woods, within sighting range of the German tanks) while positioning the BT-7's as a guard against the flank move, and sending the infantry likewise into the woods.

The contest evolved into several isolated encounters. The infantry clashed in the midst of the woods in a series of assaults and counter-assaults. The T-34's got the better of the two panzer platoons facing them, and (while losing a step) the BT-7's, surprisingly, beat up the other German tanks. After disposing of the tanks facing them, the T-34's moved west and helped the BT-7's finish off the last of the PZ-III's, then returned to the road to guard against any infantry threat. One reduced BT-7 was jumped (in a woods assault) by German refugees from the infantry struggle, and though eventually joined by the other reduced BT-7, the assault ground on until late, when the Germans were set in flight while one of the BT-7's was destroyed.

Late in the game, two German INF platoons and the major broke out of the assaults and made a break for the road. They were blocked by the T-34's, who entered into an assault in the woods despite the lack of infantry support (and lost a step as a result.) Joined in the final turn by a reduced SMG unit, the tanks managed to keep the German infantry from the road.

The Germans suffered heavily: All 8 tank steps plus 2 infantry steps. The Soviets took punishment in return: 3 BT-7, 1 T-34, 3 SMG and 1 INF steps. But they kept the road clear, and thus secured the victory.

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Standoff in the snow
Author vulcan558
Method Solo
Victor Germany
Play Date 2014-04-21
Language English
Scenario EFDx081

This is a small but potentially interesting scenario which pits roughly equal forces (1 tank and 1 infantry coy each) against each other for control of the road on board 6.

The initial phase of the engagement consisted of an armour skirmish which the Germans came out of better off. While this was taking place, the Soviet infantry occupied the southern woods, while thier German counterparts took those to the south. This was a mistake for both side - the open ground and reduced MA due to snow meant any unit trying to cross was heavily shot up. Meanwhile, the surviving Soviet tanks also withdrew to the woods, where they holed up.

The battle was now the Germans to lose, but they decided to secure the result by launching thier armour into the south woods and destroying the surviving Soviet tanks. This being done, the Soviet infantry were bottled up in the south woods and the game was called at turn 16 of 18.

While both sides had exceeded thier kill objectives, the Germans occupied a road hex, so claimed the victory.

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Eastern Front Deluxe: Scenario #81, Tankers of Volokolamsk
Author JayTownsend
Method Solo
Victor Germany
Play Date 2010-01-01
Language English
Scenario EFDx081

Scenario #81, Tankers of Volokolamsk, ended with a German victory, as the Soviet couldn't clear the road and took a beating trying to do so.

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