On July 1st in Panzer Grenadier:
Divisione Corazzata #3 - A Strong Armored ComponentEastern Front #21 - West of Rovno
Eastern Front #22 - The Bridge at BorisovGo for Broke #12 - Northwest of Cecina
Grossdeutschland 1946 #1 - Fire BrigadeGrossdeutschland 1946 #3 - Tank Battle
Grossdeutschland 1946 #7 - Drive on KirkukHammer & Sickle #36 - Heavy Metal
Iron Curtain #16 - Heavy MetalPusan Perimeter #14 - Across the Han
Panzer Grenadier #51 - The Bridge at BorisovPolish Steel #1 - Returned Across the Sea
Secret Weapons #4 - Stinging HummingbirdSecret Weapons #6 - Egg Beaters
Secret Weapons #10 - Under the RiverSecret Weapons #14 - Maus Hunt
Secret Weapons #15 - Tank BattlesSecret Weapons #16 - A Quality All Its Own
Secret Weapons #28 - Spring Offensive - Killer Rabbits
PG-HQ Library > Games > Heroes of the Soviet Union
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Heroes of the Soviet Union: The Defense of Mother Russia 1942-1943

Heroes of the Soviet Union boxcover
Designer Knipple
Game Type Expansion
Format Boxed
Release Date 2001-06
Availability Out of Print
Scenarios 24
Counters 330
Counter Type Die-cut
Maps 2
Tour Veterans
Heroes of the Soviet Union: The Defense of Mother Russia 1942-1943 Tour of Duty Ribbon
Overall Rating, 65 votes
Expansion Rank: 58 of 59
Expansion Game Requirements & Playability
24/24 Heroes of the Soviet Union
12/24 Eastern Front

Overall balance chart for Heroes of the Soviet Union
Side 1 26
Draw 17
Side 2 22
box back

Heroes of the Soviet Union is a companion game and supplement to Panzer Grenadier: Eastern Front, published in 2001. The first twelve scenarios can be played with the components included in the game. The second twelve scenarios require maps and counters from Eastern Front. All scenarios are still playable with Eastern Front Deluxe except for scenario #21, which requires the 150mm SP. The counters are the same as those issued in Red Warriors. Scenarios are from battles in late 1942 through mid 1943, including some from Operation Mars, the Dnieper Loop battles, and Kursk. Some scenarios were updated or expanded in Tank Battles. Some also went on to Red Warriors.

Note - includes maps 4 and 6 in mounted form.

Display Scenario List (24)

Display Order of Battle

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

Display Relevant AFV Rules

AFV Rules Pertaining to this Game'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
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable
  • 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.
  • 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 Errata (9)

9 Errata Items
Errata item for rerathbun

References to "T-34a" are to the "T-34/76a" tank units and reference to "T-34/76" are to the "T-34/76b" tank units.

(rerathbun on 2012 Jan 28)
Overall balance chart for 2

Two 105mms (ID#s 1204, 1205) have "16-31" fire values in black (direct fire), when they should be in white (indirect fire).

(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 484

Liberation 1944's Tiger movement and armor ratings are backwards. They should be Armor 7 and Movement 5.

(petermc on 2014 Feb 14)
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 887

Direct Fire values should be 5-1. Ignore misprints.

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

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display Nations (2)

Nations at War - Scenario Appearance Percentages
Soviet Union
Soviet Union

Display Battle Types (8)

Display Conditions (5)

PG-HQ Library > Games > Heroes of the Soviet Union
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