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
Errors? Omissions? Report them!
Tuchola Forest
Deluge #9
(Defender) Poland vs Germany (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for DelP009
Total
Side 1 0
Draw 0
Side 2 3
Overall Rating, 4 votes
5
4
3
2
1
3.25
Scenario Rank: --- of 1093
Parent Game Deluge
Historicity Historical
Date 1939-09-01
Start Time 09:45
Turn Count 24
Visibility Day
Counters 99
Net Morale 0
Net Initiative 2
Maps 4: 3, 4, 5, 6
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 183
AAR Bounty 157
Total Plays 3
Total AARs 3
Duplicates WhEa034
Battle Types
Bridge Control
Inflict Enemy Casualties
River Crossing
Road Control
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Terrain Mods
Scenario Requirements & Playability
Deluge Base Game
Fire in the Steppe Maps + Counters
Introduction

Polish military intelligence provided a steady flow of detailed information on German intentions. The Poles knew they would be facing concentrated armored formations, and had a pretty good idea of what these units could achieve. To continue their advance, the Germans would have to capture crossings over the river Brda suitable for tanks; one such lay near the village of Pruscz.

Conclusion

The Poles stalled the German advance long enough to set the heavy railroad bridge over the Brda on fire. Not for the last time, the Germans noted how the Polish anti-tank gunners fought with suicidal determination. The staff of Panzer Regiment 5 decided that they had done enough for the day and stopped to rest by the burning remnants of the bridge, bringing their enraged corps commander to the scene.


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).

Display Order of Battle

Germany Order of Battle
Heer
  • Motorized
  • Towed
Poland Order of Battle
Wojska Lądowe
  • 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 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)

Display AARs (3)

Deluge.... and that's exactly why it is so called!
Author Grognard Gunny (Poland)
Method VASSAL
Victor Germany, Germany, Germany, Germany, Germany
Participants treadasaurusrex (AAR)
Play Date 2025-07-09
Language English
Scenario DelP009

There isn't much to say about this one, the Poles had to split their defenses, the Germans had an overwhelming number of units available for the battle and the tanks..... just overran everything! The Polish Commander surrendered after but six turns. It was amongst the worst that I have played. (Note - I wouldn't advise anyone to play this one, on line or otherwise.)

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#9 Tuchola Forest
Author Juiceman
Method Solo
Victor Germany
Play Date 2021-08-05
Language English
Scenario DelP009

The Germans made good use of their mobile forces to clear the north road and get into the rear of the Polish forces while capturing the bridge from behind while the rest of the German infantry made a frontal attack along the south road pinning the Polish forces to their front so they could not reinforce the bridge. The German combined arms with air and OBA support were no match for the under strength Polish defenders.

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Gamey is as Gamey Does
Author treadasaurusrex (Germany)
Method VASSAL
Victor Germany
Participants Grognard Gunny (AAR)
Play Date 2025-07-09
Language English
Scenario DelP009

This was a fun-filled, 2-session play through with the hard-fighting & steadfast Grognard Gunny leading defending elements of the Polish 9th Infantry Division in a relatively long, 24-turn battle. I led attacking elements of the German 3rd Panzer Division in this 4-map fight. Both sides drew excellent leaders. Overall, the Germans had a stronger leadership team.

We played using the FOW, consolidation, smoke and excess initiative optional rules. We again used these two 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, and 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.

Our high-mobility first session (game turns 1-2) featured a lengthy German movement to contact along the southern of the two east-west roads. The onrushing Germans drew first blood on the margins of the southernmost forest on Map 04. The Wehrmacht captured the nearby 7-hex town at the end of the first game turn, and they began splitting into a multi-pronged advance.

The second session (game turns 3-6) continued lots of movement & heavy fighting in this incredibly gamey scenario. Only 6 Polish steps and 2 leaders were eliminated by the time that – by mutual agreement – the Poles conceded a German major victory with all three of the Axis victory conditions accomplished.

This was a fun-to-play, high maneuver and interesting scenario that was way too long, given the unbalanced nature of the scenario. There were many decision points and several ways to play it. I give it a 2 in shared play, but note the gaminess of the victory conditions, The defending Poles should derive some VP benefit for hanging tough in town hexes and for eliminating German motor transport units. This one suitable for SOLO play only.

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