Panzer Grenadier Battles on December 12th:
Fronte Russo #14 - Bulawin Station Tank Battles #1 - Little Saturn #1: Recon in Force
Little Saturn #4 - Hill 192, Day One
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A Profitable Diversion
Panzer Lion #8
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany Grossdeutschland Division
Soviet Union 53rd Rifle Division
Display
Balance:



Overall balance chart for PzLi008
Total
Side 1 3
Draw 1
Side 2 0
Overall Rating, 4 votes
5
4
3
2
1
3.5
Scenario Rank: --- of 588
Parent Game Panzer Lion
Historicity Historical
Date 1944-05-07
Start Time 08:30
Turn Count 12
Visibility Day
Counters 67
Net Morale 0
Net Initiative 0
Maps 1: 4
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 136
AAR Bounty 141
Total Plays 4
Total AARs 4
Battle Types
Urban Assault
Conditions
Off-board Artillery
Scenario Requirements & Playability
Eastern Front maps
Panzer Lion book
Road to Berlin counters
Introduction

Panzer Grenadiers conducted many raids west of Kalmu Hill to draw Soviet forces away from there and facilitate its recapture by Grossdeutschland. One such raid was directed against the village of Cucuteni.

Conclusion

Things went better than expected as the enemy was driven from Cucuteni without incurring undue casualties. The diversion worked like a charm as the entire Soviet 6th Rifle Division was sent to Cucuteni to deal with the intruders. But by the time they arrived, the Germans were long gone.


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
  • 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).
  • 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
  • Towed
Soviet Union Order of Battle
Army (RKKA)

Display Errata (5)

5 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 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)
Overall balance chart for 993

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (4)

Appearances are Deceiving
Author Poor Yorek
Method Solo
Victor Germany
Play Date 2012-03-31
Language English
Scenario PzLi008

What on paper looked to be easy pickings for the crack Grossdeutschland vs. lower morale RKKA forces, turned out to be a bit more of a challenge.

Not much subtlety here. As the Soviets had only one leader with an attack bonus, their major, they set up a series of dug-in strongpoints across the line of advance. The sides were anchored by ATR + 45mm ATGs (to keep back the German SPWs). A 2xHMG held the center with 2xRIFs two hexes away on either side. The town held the 76.2mm gun + 2xSMG and the remaining RIFs.

Russian artillery and mortars again proved distressingly (to the Germans) effective (i.e. they didn't seem to know how to roll 6-8's). The Germans were constantly making morale checks in addition to the usual challenges of having to advance against a dug-in opponent in open terrain. The savior for the Heer was Leutnant 10-2-2 holding of the Knight's Cross with Oakleaves and Swords. Until the last few turns, he was occupied mostly with rallying German troops frustrated with Russian artillery rather than leading assault charges.

On the other side of hill (plains) a brave Russian LT rallied his HMGs through several turns of German artillery and DF. Finally, though, his brave men cracked or were overwhelmed at the final assault.

Infiltration and reduction of the town occurred during the last three turns. The Germans didn't have a much time to soften things up as they might have liked, but bringing up the ENG platoon (which had stayed in the 20-m hills for "safety" until needed) and the panzers did the job. Some town hexes were still contested at game end, but the Germans had sufficient VPs to attain the victory.

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Another close game
Author waynebaumber
Method Solo
Victor Draw
Play Date 2017-08-02
Language English
Scenario PzLi008

Played this one in a single sitting, scenario has elements of the Grossdeutshland division carrying out a raid on a Soviet held town to draw other Soviet units away from the main battle. The German's have armour support for this task and higher morale and initiative than their Red Army opponents. The Russkies have set up some dug in outpost with 45mm A/T guns and ATR units supported by INF to delay and hopefully cause some casualties on the German forces. However the main German enemy is time they have only 12 turns to carry out the attack and will need to take part of the town at least to ensure a win. The German units enter the board from the south and mainly avoid a frontal assault by moving to the right flank and using the fields as cover against the 76.2mm guns in the town. These guns however were soon destroyed by accurate OBDA, the small Soviet outposts were overrun but did cause some disruptions to the attacking force and destroyed a SPW platoon. They had though delayed the German units enough to make the last hour of battle very exciting, the Germans troops did not have time to encircle the town and had to charge through some accurate Soviet machine gun fire before assaulting the garrison. As the assaults went in the Grenadiers started to incur casualties, by the end of the game not one town hex had been cleared of defenders and the German forces withdrew having inflicted many more casualties than they had taken but unable to claim a victory. Another exciting tussle going down to the last turn and on counting the VP's it transpired that there was only 1 VP in it not enough for any side to claim a win. In one town hex a reduced disrupted Soviet SMG still held out against overwhelming odds to deny a German win. Good scenario

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The Silence of the Guns
Author Hugmenot
Method Solo
Victor Germany
Play Date 2012-09-03
Language English
Scenario PzLi008

Played solo.

A 12-turn urban assault scenario.

The German attackers have 8 SPW 251 and I believe they are the key to the success of failure of the operation. Get enough of them into assaulting the town and the Soviets will have a really hard time. Lose too many to the Soviet AT guns and the Germans may run out of time.

The first 57mm AT shot resulted in a SPW 251 kill. The Germans replied with their OBA and demoralized the gun (which never recovered). The second 45mm AT gun suffered the same fate after it also killed a SPW 251. With only the 76.2mm gun available, the Germans rushed forward. The 76.2mm reduced a panzer but never got another shot off afterwards.

The Germans quickly took control of 2 town hexes and contested 3 others. With the Germans ahead by 11 victory points, I decided to throw in the Soviet towel.

German major victory.

I rate this one a "3". It is the right size for Skype and would likely be a much more tense affair if the Germans OBA was not so lucky.

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Student Body Right
Author Matt W
Method Solo
Victor Germany
Play Date 2013-04-05
Language English
Scenario PzLi008

in this scenario a worn down battalion of RKKA infantry, boosted by the normal AT guns try to keep a battalion of Grenadiers mounted in SPWs and with tank and engineer support out of a town. The scenario is small in counters and turns so everything matters. The Soviets set up to deny the German armor (both the tanks and the SPWs which can be critical force multipliers) access to the town. The problem is that they have to set up and as usual, once in place they are hard to move.

The Germans work to flush out an AT gun in the fields to the SW of the town and notice that, once the fields are cleared, they will be able to put the bulk of the town between them and the AT guns. The town is terribly crowded with RKKA troops so moving the guns without exposing some of the town hexes to advantageous assault is troublesome for the Soviet player.

There are plenty of burning SPWs on the advance, however and the RKKA puts up a strong fight for the town with plenty of disruptions and demoralizations for the Germans (even the tanks which sucumb to DF morale checks (X results), leaving them open to a counterassault. The Soviet losses, however were substantially higher than the Germans and the resulting victory points leaned heavily towards the Germans once they contested enough town hexes.

This is a quick and fun scenario. Nothing terribly out of the ordinary and it leans towards the German player, just as happened in real life. I give it a "3" but as a quick Skype or ftf scenario it is well worth it. It plays fine solo but I think that it perfectly fits a single session shared play.

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