Panzer Grenadier Battles on February 25th:
Desert Rats #8 - Cavalleria
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In the Name of the Soviet People
Sinister Forces #14
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 19th Panzer Division

Overall balance chart for SiFo014
Side 1 1
Draw 0
Side 2 0
Overall Rating, 1 vote
Scenario Rank: --- of 609
Parent Game Sinister Forces
Historicity Historical
Date 1942-06-15
Start Time 08:30
Turn Count 30
Visibility Day
Counters 61
Net Morale 0
Net Initiative 0
Maps 2: 1, 6
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 119
AAR Bounty 163
Total Plays 1
Total AARs 1
Battle Types
Rural Assault
Surprise Attack
Urban Assault
Hidden Units
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Eastern Front maps + counters
Sinister Forces counters

While much partisan activity involved small-scale ambushes, improvised explosive devices and the other trappings of "small war," the Soviet resistance movement also fought pitched battles against the invaders. Covering the rear of airborne and cavalry forces assaulting the vital rail station at Ugra, the partisans of the Vyazma district stood and fought the German panzers in open defiance. With NKVD cadres to assist, and large numbers of stragglers from the previous year's campaign, the partisan units gave as good as they got.


The Germans managed to inflict heavy losses on the partisans, but suffered quite a few of their own in the process. The forests would never come under complete German control, and partisan activity would continue until the Red Army liberated these lands in 1944.

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).
  • 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.

Display Order of Battle

Germany Order of Battle
  • Motorized
Soviet Union Order of Battle
Army (RKKA)
  • Foot
  • Foot
  • Towed

Display Errata (3)

3 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 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)

Display AARs (1)

A stroll in the woods
Author waynebaumber (13)
Method Dual Table Setup + Voice Chat
Victor Germany
Participants unknown
Play Date 2014-08-04
Language English
Scenario SiFo014

Played against new PG'r Dale form New Zealand using Skype. Dale had picked three scenario's from SiF and I picked this one as being the most interesting I offered him the choice of sides and he very sportingly diced for it and got the partisan. This scenario is I think unique in PG has that all one side (The Partisan naturally) are hidden and the Germans have to enter the map. The Germans have to control every wood and town hex eliminate 10 steps without losing 10 steps in return. They have though lots of advantages these are firepower, AFV's, OBDA and most importantly plenty of time (30 turns) to carry out the mission. As the German player I set up in one long line on the north edge of the map, this would layer split into two forces. The largest force would clear the large wood on board 6 then move on to the smaller wood, the other units would clear the wood on board 1 load up on transport and move to the small town on board 1 and clear the field (swamps in the scenario) also on board 1 and then have enough time to clear the large partisan force which I was sure would be in the small wood on the south of board 6. My major concern was were the single Soviet 45mm A/T gun would be but I was hopeful it would be a one shot weapon and once spotted would be dealt with by artillery and mortars. The above plan worked rather well, not Dale's fault nor down to my own genius as battlefield commander, but mainly due to advantages that the Germans have in this scenario. There were no Partisan forces on board 1 either in the woods or the town which enabled me to concentrate my forces reasonably quickly onto the smaller wood on board 6. The A/T gun fired at my armoured car missed and then was disrupted and later eliminated by OBDA. There were three Partisan units in the large woods north of the road, these took a little time to winkle out and one brave unit caused some issues though no losses while in assault for several turns against a overwhelming German force. However the AFV's now free from the threat of A/T fire were able to now join with the INF and HMG plodding through the woods, using combined arms and ensuring that each assault had a leader meant that each Partisan unit caught is assault would eventually be destroyed. By GT 17 the remaining Partisan units were encircled and the end was in sight when Dale conceded.What should have been a more interesting scenario was just too one sided for my liking. German losses were 3 INF steps and a SPW while the Partisan had lost 50% of his force. Cutting the game down to 24 turns would make it a more even contest.

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