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
Errors? Omissions? Report them!
Red God of War: Reviakhin's Riflemen
Red Warriors #13
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 129th Infantry Division
Germany 5th Panzer Division
Soviet Union 1st "Moscow Proletarian" Motorized Rifle Division
Soviet Union 31st Tank Brigade
Soviet Union 40th Guards Tank Brigade
Display
Balance:



Overall balance chart for ReWa013
Total
Side 1 2
Draw 0
Side 2 0
Overall Rating, 2 votes
5
4
3
2
1
5
Scenario Rank: --- of 913
Parent Game Red Warriors
Historicity Historical
Date 1942-11-29
Start Time 06:30
Turn Count 44
Visibility Day
Counters 151
Net Morale 0
Net Initiative 1
Maps 6: 10, 15, 18, 21, 6, 9
Layout Dimensions 86 x 84 cm
34 x 33 in
Play Bounty 190
AAR Bounty 227
Total Plays 2
Total AARs 0
Battle Types
Road Control
Urban Assault
Conditions
Off-board Artillery
Severe Weather
Terrain Mods
Scenario Requirements & Playability
Battle of the Bulge Maps
Eastern Front Maps + Counters
Red Warriors Base Game
Road to Berlin Maps + Counters
Introduction

Among the units selected to relieve 6th Tank Corps was 1st Guard Motorized Rifle Division, considered by most the toughest unit in the Red Army. On the northern flank of the cavalry attack, Maj. Gen. V.A. Reviakhin's Moscow Proletarian Division would also jump off in the early morning behind a heavy artillery barrage. The division had yet to live up to its promise during the first days of Operation Mars, having rushed into battle without waiting for their tanks and artillery, and the command staff was determined to earn back Stalin's confidence.

Conclusion

"Again and again the attacks were unsuccessful," recorded one of the 1st Guards' regimental historians. "Neither artillery fire from open positions nor direct fire from regimental guns could suppress the numerous bunkers and dug-in tanks. Suffering considerable infantry losses and losing eight tanks, the guardsmen of the regiment dug themselves into the snow."


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
  • 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)

Display Order of Battle

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

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 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(Shad on 2010 Dec 15)
Overall balance chart for 54

The movement allowance on the counters in Airborne is misprinted. It should be "3."

(rerathbun on 2012 Jan 30)
Overall balance chart for 896

These units should have a Direct Fire rating of 2-3, just like the RKKA and NKVD counterparts.

(danradz on 2011 May 04)
Overall balance chart for 912

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)
Errors? Omissions? Report them!
Page generated in 0.513 seconds.