Panzer Grenadier Battles on October 24th:
Afrika 1944 #22 - PAKfront Leyte '44 #12 - Flying Wedge
Fronte Russo #9 - Potemkin Village Leyte '44 #13 - Failure at Buri Airfield
Red & White #28 - Bastion
Stop the Tommies & Hold the Towns, Major!
Author treadasaurusrex (Germany)
Method VASSAL
Victor Germany
Participants Isra3lite (AAR)
Play Date 2026-01-16
Language English
Scenario PaLe003

Panzer Lehr 3: Guderian’s Ducks

This was another fun-filled, but very gamey, 4-session play-through with the tenacious & careful, Isra3lite leading attacking elements of the British 22nd Armoured Brigade in a 16-turn battle fought in the vicinity of Ellon, France. I led defending elements of the German Panzer Lehr Division (1st Battalion of the 901st Panzergrenadier Regiment) in this 2-map fight. Both sides drew better than average leaders.

We used the FOW, smoke/illum, excess initiative, hidden units (Germans only) tank riders and extended assault optional rules. In addition, we tried these five house rules: 1) Road Movement for Mechanized & Foot Units - All FOOT & MECHANIZED units may move on roads at the rate of 1/2 of a Movement Point (MP) per road hex, just like MOTORIZED units, 2) Standardized Movement for Mechanized Units — All mechanized units may move through clear hexes at a movement cost of only 1 movement point (MP) per hex, instead of 1 1/2. Add one to this cost if moving up, across, or down slopes hexes, 3) German Assault Gun Activation — German Army, turretless STGs and Jagdpanzer units were typically crewed by artillerymen. Like halftracks, these units may be activated by ALL leaders, as well as Tank Leaders, unless prohibited by scenario rules, 4) Armored Fighting Vehicle (AFV) Consolidation — Unless prohibited by special scenario rules, reduced 2-step units like tanks, and other AFV units of the same type, nationality, and morale condition may be combined to form a single, full-strength unit. Both reduced units must start their activation in the same hex and be activated by an adjacent – or same-hex – good order, Tank Leader. This action costs both units all their movement points. Remove one of the units, flip the other to its full-strength side and mark it activated, and 5) Voluntary Unit Reduction Players may voluntarily reduce 2-step personnel units to 1-step (halved) units if they have at least one leader of Major or higher rank among their side’s assigned force. To do so, the unit to be halved must begin the player’s activation phase in the same hex or in an adjacent hex to a Captain or higher rank. The full-strength unit to be halved must be in good order and this action costs all the reduced unit’s movement points. Remove the full-strength unit and replace it with 2 reduced strength units. Mark both — and the leader — as activated.

Happily, this rule set provided improved playability, tactical flexibility & simplicity during our play-through.

Our first session (game turn 1) was made up of a methodical British movement to contact in two widely separated columns on either flank.

The 2-column, British movement to contact continued advancing on both flanks during the second session (game turns 2-3). His Majesty’s units began bravely cresting the 20-meter slopes on both the east & west margins, where they began encountering German resistance. On the west side, probing British units were able to locate German defensive positions, in and around, the large town. A scouting Stuart VI tank platoon was hit and disabled by AT fire on the road. On the east side, a platoon of Cromwell tanks also lost a step to a lurking Jagdpanzer IV on the hill slope south of the woods. Victory points in the very early stages of the game was now at 30-0 for Panzer Lehr. Corporal Laszlo, the German Army’s pet snail & mascot was so excited that he misplaced his tiny binoculars and peanut shell helmet!

Our highly mobile, third session (game turns 4-5) was highlighted by the loss of an additional platoon of Cromwell tanks, as well as the unhindered, advance of a combined-arms, British probe on the Panzer Lehr right flank. Careful placement of smoke screens allowed this probe to make excellent progress south, on the eastern margin of the battle map.

The fourth, and last, session (game turns 6-8) concluded with a concession by the British at the start of the 8th game turn, since the victory point score was now 44-1 thanks principally to the loss of an additional 10 steps of Tommy troop s and tanks this session.

This was a maneuver-heavy, very gamey, unplaytested, combined arms struggle in “tank country” that was fun to play with a challenging opponent. Sadly, there was only a single platoon of “Guderian’s Ducks” (Jagdpanzer IV) in the setup instructions, and no recon elements in the British setup. The scenario was distinctly unbalanced in the sense that the British side may simply charge straight south, crossing the east-west road on Map 33 – regardless of casualties – to gain a victory. I give this one a generous rating of 2. However, it is suitable for SHARED play, but with hidden units, it’s not a good choice for SOLO play.

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