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!
North of Raseiniai
Raseiniai #10
(Defender) Soviet Union vs Germany (Attacker)
Formations Involved
Germany 1st Panzer Division
Soviet Union 2nd Tank Division
Display
Balance:



Overall balance chart for TBRa010
Total
Side 1 0
Draw 0
Side 2 3
Overall Rating, 5 votes
5
4
3
2
1
3
Scenario Rank: 902 of 1093
Parent Game Raseiniai
Historicity Historical
Date 1941-06-25
Start Time 09:00
Turn Count 18
Visibility Day
Counters 68
Net Morale 1
Net Initiative 1
Maps 2: 1, 6
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 166
AAR Bounty 163
Total Plays 3
Total AARs 2
Battle Types
Inflict Enemy Casualties
Road Control
Rural Assault
Conditions
Off-board Artillery
Scenario Requirements & Playability
Fire in the Steppe Maps + Counters
Raseiniai Base Game
Introduction

Second Tank Division suffered a steady attrition of its combat strength, more as a result of fuel and ammunition shortages – despite the arrival of a brave supply column from the division’s home station – than from German action. But the splendidly-equipped 1st Panzer Division was a far deadlier opponent than the 6th Panzer Division, and when it finally fought its way onto the battlefield the situation changed.

Conclusion

By this point, the Soviet division was badly worn after not even two days since its commitment to combat, and it gave way in front of the German attack. The 1st Panzer Division sealed off the road to Siauliai, leaving Solyankin’s men only able to retreat to the east, the route they had taken to launch their attack. But even as the Soviets fell back, the German 36th Motorized Division was sealing off their escape route behind them.


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
Soviet Union Order of Battle
Army (RKKA)
  • Towed

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 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 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)

Display AARs (2)

Push Back the Reds, Colonel!
Author treadasaurusrex (Germany)
Method VASSAL
Victor Germany
Participants goosebrown
Play Date 2026-03-24
Language English
Scenario TBRa010

This was another fun-filled, stimulating, but slightly gamey, 5-session battle with the daring & tenacious, goosebrown, leading the defending Soviet 2nd Tank Division, in a 2-map, 18-game turn battle. I led attacking elements of the German 1st Panzer Division. The German side drew better than average leaders. The Russian leaders were of middling quality.

The FOW, smoke/illum, excess initiative, extended assault, strategic movement and consolidation optional rules, as well as these FOUR 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) Towed Anti-Tank (AT) Hidden Emplacement — Unless prohibited by special scenario rules, ALL dug-in, entrenched, or town-occupying, towed AT gun units always begin scenarios in HIDDEN mode if allowed to dig-in per scenario special rules (please see Optional Rules for Hidden Units; Plotting Position; Revealing; and No Hidden Units Specified on Page 37). For example: dug-in, PaK 38 (50mm); Soviet 45mm, or British 2-pdr and/or 6-pdr towed AT gun platoons are eligible under this house rule, and 4) 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 & simplicity to our play-through.

Our first session (game turns 1-3) featured a rapid, 2-pronged German advance to the margins of the western forest on Map 06. The fight was bloodless until the third turn when a probing Wehrmacht SPW 251 and a Soviet KMS were eliminated by long-range AT fire. Having no proper recon elements, the German horde was forced to use halftracks, junior leaders and line infantry to seek out Russian positions in the woods. A pair of T-26 platoons sallied across that southern portion of the map with a Soviet infantry unit to counter the German artillery emplacements. These were taken under fire by two pairs of PzKw IIIG platoons, eliminating one step of Red tanks and setting up a long-range crossfire. Losses were now 3 Soviet, and one German step.

The truncated, but exciting, second session (game turns 4-5) encompassed the slow advance of the Germans on the heels of a well-executed, tactical withdrawal by the Russian defenders in the west wood. While that progressed, a bold company of T-26 tanks were caught in a long-range crossfire resulting in the loss of 3 steps, and a reduction in initiative. Their accompanying infantry was demoralized by opfire. In response, a company of KV-1 heavy tanks moved east in the open hoping to pin and eliminate a pair of PzKw-IIIH tank platoons in the 5-hex town. The victory point score was 7-1 at the end of the session in favor of the scrambling Wehrmacht force.

Heavy fighting in both woods on either side of the road characterized our third session (game turns 6-8), with the slow German advance east with their main force in the west woods, and an equally slow Jerry advance south in the east wood. The Wehrmacht drew first blood this session in a series of adjacent-hex firefights and a trio of close assaults. This was after multiple long-range AT shots that were uniformly unsuccessful again the remaining T-26 and the two KV-1s. The latter tank units quickly rumbled into the 5-hex township on Map 01, to avoid the several crossfires that the German side attempted. Both sides lost infantry leaders, and the Russians another 8 steps, which dropped their initiative to zero. The updated victory point score was now 12-1 in favor of the Third Reich troops.

Our truncated, fourth session (game turns 9-11) was very grim for the defending Soviets with another 10 unanswered step losses, plus a leader. The Germans consolidated their attack in the west woods, and continued advancing in the east woods thanks to a series of successful close assaults and adjacent-hex firefights. The last section of T-26 tanks was eliminated in a cross fire, as well as the remaining 45m ATG emplacement. Victory points now stood at 22-1 in favor of the Wehrmacht.

The fifth & final session (game turns 12-15) was a grim for the Soviet defenders, with another 5 steps lost and a Major captured. By mutual agreement we decided to end the game when there were no more Russian infantry or HMG units left on the battle map. Record this one as a hard-fought, major victory for the Jerries in the thick woods north of Raseiniai. There were 8 FOW-shortened game turn of the 15 played.

This was another slightly gamey, but fun-to-play scenario, with plenty of decision points and the opportunity for considerable maneuver by both sides. I give it a 3, and recommend it for both SHARED and SOLO play, though it is notable that the Soviets do not have a Kommissar, as might be expected, and the Germans have no recon elements to lead the way. As published, the setup notes should specify that the pair of Soviet KMS mechanized tractors should be classified as “prime movers” for the 45mm AT guns, since the elimination of these AFVs yields no victory points – unlike the German halftracks. I would have given this one a 4 – but as published – the more experienced player should lead the defending Red Army force for that side to have a better than even chance at securing a victory.

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#10 North of Raseiniai
Author Juiceman
Method Solo
Victor Germany
Play Date 2022-12-01
Language English
Scenario TBRa010

Things were going well for the Soviets, their infantry was deployed deep in the woods on the west side of the road, with their ATGs and KV tanks on the flanks making it difficult for the Germans to clear both the west side of the road & the road itself, two key VCs. Then the Germans deployed a Pak36 battery at extreme range and began firing at the 2 KV tank platoons, who, per the campaign study special rules, charged the guns (more like waddled, they are KV tanks after all), needless to say they were quickly dispatched by the crossfire from the German panzers and knocked out. The German were then free to encircle the Soviet forces in the woods and eliminate them. If it was not for the special rule this would have most likely been a Soviet victory or at least a draw.

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