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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Operation MARS #30: Luchesa River Valley Blues VIII: Becker's Fire Brigade
Tank Battles #42
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 18th Grenadier Regiment
Germany 2nd "Vienna" Panzer Division
Germany 2nd Motorcycle Battalion
Germany 6th Infantry Division
Soviet Union 10th Mechanised Brigade
Soviet Union 39th Independent Tank Regiment
Soviet Union 64th Guards Tank Brigade
Display
Balance:



Overall balance chart for TaBa042
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 1 vote
5
4
3
2
1
2
Scenario Rank: --- of 913
Parent Game Tank Battles
Historicity Historical
Date 1942-12-06
Start Time 08:00
Turn Count 27
Visibility Day
Counters 119
Net Morale 1
Net Initiative 2
Maps 4: 1, 2, 4, 6
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 186
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Inflict Enemy Casualties
Surprise Attack
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Severe Weather
Terrain Mods
Scenario Requirements & Playability
Eastern Front Maps + Counters
Red Warriors Counters
Tank Battles Base Game
Introduction

At 0600 under blackout conditions the men of Colonel Becker pulled off the road and prepared for a dawn assault. They had been used to plug holes all over the place in the last month. They prided themselves on being a fire brigade. There would not be a Stalingrad here. Marshal Zhukov had other plans.

Conclusion

The Germans had a banner day. Nineteen Soviet tanks were destroyed and the field was littered with the wreckage of soft-skinned vehicles. Marshal Zhukov was furious. Thestory isthat he ordered his troops to keep attacking as punishment (he thought he would lose the bad commanders that way).

Additional Notes

One of the board map numbers are missing. This should be board 6, unfortunately, there is no way to tell which way round it goes.

The German StuG IIIg originally had an AT value of 5-8 in the game system, later the AT value was changed to 6-8. The 5-8 AT value would better describe the StuG IIIf, a vehicle which never officially entered the PG universe. For players not using Heroes of the Soviet Union or Red Warriors counters, use 5-8 for the AT values.


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

Display Errata (5)

5 Errata Items
Scen 42

An alternate reading to the board 6 issue mentioned in the notes is that the diagram is correct, and the reference to the town on board 6 (which doesnt have one) should state the town on board 2. The 3 boards which are marked on the diagram are explicitly mentioned in setup instructions, but 6 is not, so I believe the diagram is correct.

(triangular_cube on 2023 Feb 06)
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 63

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

(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)
Overall balance chart for 993

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (1)

Tank Battles #42
Author triangular_cube
Method Solo
Victor Soviet Union
Play Date 2023-02-06
Language English
Scenario TaBa042

See my noted errata on the map layout, I played with that, but it could be wrong. Anyways...

This one never really got going.The Germans and Soviets are set up to race to contest the big town on 2 and then the Germans must roll into the towns on 4 and 1 while limiting losses. Pretty standard objectives. However the Soviets set up ever so much closer to the town, and have tons of tanks. They will beat the Germans to it if they try and have easy pickings for their massed arty with the trucks/artillery the Germans are lugging with them. As trucks count for casualties, these pile up really quickly and the Germans hit their step loss max via arty on their guns + Op fire approaching the tanks in the town.

The Soviets did roll well to achieve this, but this one could use a few tweaks to make it a bit better. As is, it seems the optimal solution is for the Soviets to just rush the town on 2 and rain fire down on the Germans while leaving their BM-13s on 4, within range (debate aside), and a token force on 1 to stop the motorcycles from rushing in. The Germans then must slog through the town on 2 including adjacent op fire in the open ground against stacks of T-34s and T-60s with scant AT fire options besides close assault.

Decisive Soviet win in a short few turns.

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