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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Graveyard of Armor VII: Proud Grenadiers
Burning Tigers #16
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 20th Panzer Division
Soviet Union 101st Tank Brigade
Soviet Union 79th Tank Brigade
Display
Balance:



Overall balance chart for KRBT016
Total
Side 1 2
Draw 0
Side 2 2
Overall Rating, 5 votes
5
4
3
2
1
4
Scenario Rank: 108 of 913
Parent Game Burning Tigers
Historicity Historical
Date 1943-07-08
Start Time 14:00
Turn Count 22
Visibility Day
Counters 192
Net Morale 1
Net Initiative 2
Maps 4: 40, 41, 42, 43
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 191
AAR Bounty 171
Total Plays 4
Total AARs 1
Battle Types
Delaying Action
Exit the Battle Area
Hill Control
Inflict Enemy Casualties
Road Control
Urban Assault
Conditions
Entrenchments
Minefields
Off-board Artillery
Smoke
Terrain Mods
Scenario Requirements & Playability
Burning Tigers Base Game
Introduction

XLVII Panzer Corps failed to break out into the open despite three days of heavy fighting. Time and pressure from the high command weighed heavily upon them as they fell further behind schedule. Introducing the fresh 4th Panzer Division led to the capture of Teploe on the previous day but little else changed, and the Soviets now encircled Teploe. Ninth Army headquarters transferred Panzer Brigade 21 and its fifteen obsolete Mk. III's, most of them early models equipped with a short-barreled 50mm gun, to the 20th Panzer Division, along with orders to relieve the men struggling at Teploe and then subdue Samodurovka.

Conclusion

Under a scorching sun the grenadiers came on and the waiting Soviets hacked them to pieces. All the officers of 5th Company, 112th Panzer Grenadier Regiment fell in the first hour, but still the men pressed relentlessly forward. Battalions soon became companies which, before long, shrank to mere platoons. The possession of Samodurovka in no way offset the horrendous casualties suffered.


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
  • 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 Order of Battle

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

Display Errata (6)

6 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 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)
Overall balance chart for 951

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

(plloyd1010 on 2015 Jul 31)

Display AARs (1)

Proudly Buried Grenadiers
Author Retiredgrunt17
Method Solo
Victor Soviet Union
Play Date 2017-10-16
Language English
Scenario KRBT016

Turn 1-3. The Soviets are deployed in depth. The Germans need three turns to move up and deploy to begin attacking.

Turn 4-14. The Germans have to grind through the first Soviet line. Losses are high and the Soviets still occupy the high ground.

Turn 15-16. German units are deployed to attack, but the second Soviet line is nearly as strong as the first.

Turn 17-22. The Soviet line bends but does not break. Soviet victory.

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