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!
Across the Dubysa
Raseiniai #3
(Attacker) Soviet Union vs Germany (Defender)
Formations Involved
Germany 6th Panzer Division
Soviet Union 2nd Tank Division
Display
Balance:



Overall balance chart for TBRa003
Total
Side 1 2
Draw 0
Side 2 0
Overall Rating, 3 votes
5
4
3
2
1
3
Scenario Rank: --- of 1093
Parent Game Raseiniai
Historicity Historical
Date 1941-06-24
Start Time 10:00
Turn Count 20
Visibility Day
Counters 93
Net Morale 1
Net Initiative 0
Maps 2: 3, 4
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 175
AAR Bounty 157
Total Plays 2
Total AARs 3
Battle Types
Inflict Enemy Casualties
Road Control
Conditions
Off-board Artillery
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Fall of France 1 Counters
Fire in the Steppe Maps + Counters
Raseiniai Base Game
Introduction

Having chewed up the first lines of Battle Group Seckendorff, the Soviet tankers reached the Dubysa River. On the opposite bank, Seckendorff’s 114th Motorized Infantry Regiment tried to arrange a defensive line to stop them. Most of the battle group’s anti-tank guns had already been squashed under Soviet tank treads, but Seckendorff’s combined arms team did include both infantry guns and full-sized artillery.

Conclusion

Some of the Soviet tanks forced their way over the river, and proceeded to shoot up German artillery and stampede their infantry. The Germans claimed to have stopped some of them by deploying howitzers firing over open sights, but many more of the tanks stopped themselves by throwing tracks, suffering mechanical breakdown or running out of fuel. Battle Group Seckendorff had suffered a second defeat in a matter of hours, and the Soviets weren’t finished yet.

Additional Notes

Functionally, all Pz38t's used from Fire in the Steppe are Pz38a(t)'s, according to the GSR. Fall of France counters are to fill out the Pz35(t) counter requirement.


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).
  • 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

Display Order of Battle

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

Display Errata (5)

5 Errata Items
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 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 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 (3)

#3 Across the Dubysa
Author Juiceman
Method Solo
Victor Soviet Union
Play Date 2022-10-01
Language English
Scenario TBRa003

Panzer Panic did not have that big of an effect on the German infantry or artillery batteries, it did disrupt a couple of platoons but did not have any demoralizations. Now that cannot be said for the German Panzer reinforcements who come on the board on turn 12, over 50% of the platoons became demoralized with another 25% disrupted. This broke up the German counterattack as they had the Soviet armor in a venerable position for potential crossfire bonuses, but in the end the PzIIs and Pz35ts were no match for the Soviet heavy tanks who quickly and methodically dispatched them.

The Soviets cleared the first town, but their meager infantry forces took a beating, losing over 50% and did not give them enough strength to make a good assault on the second town to clear the E-W road.

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Held the town, but lost some Arty
Author Grognard Gunny (Germany)
Method VASSAL
Victor Soviet Union
Participants treadasaurusrex (AAR)
Play Date 2025-03-21
Language English
Scenario TBRa003

Once the Arty was lost it was a defeat for the Germans. Otherwise it was a good fight. (Note - this one is good for attempting to defeat the German defensive tactics. Stronger player should be the German.)

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Clear the Road and Eliminate the Hitlerite Artillery!
Author treadasaurusrex (Soviet Union)
Method VASSAL
Victor Soviet Union
Participants Grognard Gunny (AAR)
Play Date 2025-03-21
Language English
Scenario TBRa003

This was a 4-session play-through with the determined & wily, Grognard Gunny led defending elements of German of the 6th Panzer Division in this battle in relatively open terrain on 2 maps. I again led attacking elements of the Soviet 2nd Tank Division. The Germans drew an excellent batch of leaders, while the Russian leaders were middling at best.

To secure a major victory, the Soviets must: 1) eliminate more German than Soviet steps (artillery & tanks count double) and German truck units lost also count in this odd scenario, 2) no good order German unit occupies a hex of the east-west road, and 3) at least 3 German artillery units have been eliminated. Once again, this will be hard nut for the combined arms Russian force to crack, with the possibility of an entire German armored battalion arriving as reinforcements from the south sometime after 1100 (game turn 5).

We used the FOW, consolidation, excess initiative, strategic movement and extended assault optional rules. We also used these 2 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 fast-paced & bloody initial session (game turns 1-3) featured the Russians moving west on the road, on to the Map, seizing the bridge hex & moving adjacent to the town – into heavy opfire and accurately-placed, OBA. On the 2nd game turn, the Germans lost their first AT gun (75mm IG) and the Soviets lost their first infantry step. The third turn became lethal for the Wehrmacht with 7 step losses to a combination of overruns of loaded trucks by the speedy Russian BT-7 light tanks, and also in urban close assaults. By session’s end, German initiative had been reduced 2 levels thanks to these heavy casualties, which also included a leader.

The second session (game turns 4-5) featured the entry of the reinforcing German tank contingent in what was otherwise a grim & bloody session for the defending Jerries, who lost 6 more steps – including both mortar platoons – as well as a pair of junior leaders. The Axis initiative level fell again as the Landsers began withdrawing from the 5-hex town on Map 03.

Our fast-paced, third session (game turns 6-7) featured multiple captures of German trucks, some infantry and a leader in the north woods on Map 03. Another leader was captured in the open southwest of the 5-hex town. The victory point tall was now 14 for the advancing Soviets and 2 for the German defenders. The Bolsheviks secured at the town and the bulk of their armor began moving southwest across the open plain.

The fourth session (game turns 8-10) featured the continued Soviet advance with the loss of another 4 steps, that included a third artillery unit. By mutual agreement the German side conceded a minor Soviet victory at the start of the 10th game turn. There were 6 FOW-shortened game turns of 10 played.

This is a relatively-balanced, but very gamey and flawed, one that was fun to play with a cunning and gracious opponent. The victory conditions need a rewrite. As published I give it a generous 3, and note that the Soviet side is a harder pull, and should be played by the more experienced gamer. It is recommended for both SOLO and SHARED play, though the victory conditions need a rewrite.

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