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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Little Saturn #1: Recon in Force
Tank Battles #1
(Attacker) Germany
(Defender) Italy
vs Soviet Union (Attacker)
Formations Involved
Italy 5ª Divisone Fanteria "Cosseria"
Italy 89º Reggimento Fanteria "Cosseria"
Soviet Union 2nd Guards "Tamanskaya" Motor Rifle Division
Display
Balance:



Overall balance chart for TaBa001
Total
Side 1 3
Draw 1
Side 2 0
Overall Rating, 4 votes
5
4
3
2
1
3.25
Scenario Rank: --- of 913
Parent Game Tank Battles
Historicity Historical
Date 1942-12-12
Start Time 08:00
Turn Count 12
Visibility Day
Counters 39
Net Morale 0
Net Initiative 2
Maps 1: AK1
Layout Dimensions 88 x 58 cm
35 x 23 in
Play Bounty 159
AAR Bounty 165
Total Plays 4
Total AARs 2
Battle Types
Rural Assault
Conditions
Entrenchments
Off-board Artillery
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Afrika Korps Maps + Counters
Eastern Front Counters
Red Warriors Counters
Tank Battles Base Game
Introduction

Before the Soviet 6th Army started Operation Little Saturn, elements of the 127 Rifle Division were committed to driving in the Italian outposts and forward positions across Don River near Novo Kalitva.

Conclusion

In a series of small actions, the 127th Rifle Division was able to expand its bridgehead on the Don River and draw Axis forces away from more critical sectors. Over the course of the next two days of fighting, the entire division along with the 82nd and 212th Tank Regiments was committed. These units were involved in stopping several stiff counterattacks by Italian and German formations in addition to launching their own attacks.

Additional Notes

Scenario may be played as described or could be a night attack (Soviet player decides). If a night attack, start time is 0100, net morale becomes 1, total counters is 29, their are no reinforcements, and no off-board artillery. Fronte Russo counters could be used in place of the Italian units drawn from Afrika Korps.


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
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable

Display Order of Battle

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

Display Errata (2)

2 Errata Items
Overall balance chart for 532

The StuG IIb appearing in the original Panzer Grenadier game had an Anti tank value of 4-7. As of Eastern Front Deluxe (2005), continuing onward through the 3rd and 4th edition games, the anti-tank value has been 4-4.

(plloyd1010 on 2022 Jul 21)
Overall balance chart for 951

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

(plloyd1010 on 2015 Jul 31)

Display AARs (2)

Recond and Found
Author Retiredgrunt17
Method Solo
Victor Draw
Play Date 2017-12-25
Language English
Scenario TaBa001

The Soviets were at a disadvantage,traversing open terrain with the Italians entrenched. The Soviets massed their forces on their left and assaulted the far right Italian entrenchment. The Italians put their entrenchment in line as close as they could and their mortars hit several units as the Soviets advanced. This didn’t stopped the Soviets though, as they pushed to and over the right hand Italian entrenchments. The German assault guns and Soviet T-34s traded shots and the German infantry dug in. At the end the Italians still held 2 entrenchments, suffering heavy losses. Draw.

0 Comments
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Tank Battles #1
Author triangular_cube
Method Solo
Victor Germany, Italy
Play Date 2022-03-03
Language English
Scenario TaBa001

This scenario uniquely gives the Soviet player the ability to choose a daylight or nightime assault against a line of Italian entrenchments. They get a morale bonus at night, or some tank support in the day. The Italians get some German help if they choose the day. I picked night, as this was going to be a quick close combat scenario, and the consistent +1 assault shift for higher morale was going to be the key. Plus the Soviets dont have to get hammered with fire on approach.

That being said, it really is going to be tough, and I can't imagine the Soviets clearing 4 trenches in the 12 turns allotted unless the dice decide it unilaterally. That didnt happen for me, and the rushing Soviets got wiped out nearly completely with little effect on the Italian defenders. Soviets get absolutely no time to set up the assaults with the time limit, so they basically just had to cross the field and jump right in. It worked as well as you can imagine.

The Italians have a little bit of flexibility to be cute in this one. They win if they hold one entrenchment, and the Soviets need all 4. Italians set up their entrenchments in a line on starting on the West edge,and spaced out per scenario instructions from there. This way they cant be flanked on the left (not that it matters here). They also completely abandoned the two eastern entrenchments on turn one, shifting into an even deeper defense on the 2 Western ones. As this was a night attack, the Soviets couldnt support anything from those firing positions anyway. This left them with 2 deep stacks in entrenchments that had to be assaulted head on by INF. The left over mortar and INF Italian units dug in between the trenches to support as well.

Lots of different ways to say it was a massacre I guess. Aside from the abandoned entrenchments claimed by the Soviets (I guess the Italians could have taken them back, but the VCs didnt care) they ended up with nothing for the cost. Italian clear victory.

Special circumstances made this one a little interesting at the start, but there isnt much to play out either way. Not enough turns to do the job.

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