| Leadership
and Morale
in Panzer Grenadier
By Doug McNair
October 2008
Working on the scenarios for our
Sinister Forces supplement, I
discovered all over again what makes the Panzer
Grenadier system so interesting (not to
say addictive . . . every morning
my wife asks “How late were you
up last night?”). Aside from the fact
that nearly 500 Panzer Grenadier scenarios
are in print, the game has a huge amount of
replayability because it focuses more than
any other game I know on leadership, morale
and quality vs. quantity.
Leadership: “After you, Sir!”
In
Panzer Grenadier, leaders are of primary
importance. Without a leader, most units
can’t
do anything more aggressive than hunker down
and fire. Units must be activated by a leader
in their own hex or an adjacent hex if they
want to advance into enemy direct fire or
AT fire range, or enter an enemy-held hex
for an assault (something that’s almost
always necessary to take objectives and
win the game). This means that players
must group and move their units so that
they’re
always with leaders to keep them from being
cut off from command and left behind.
Chain of command is another issue. During
each turn in PG, players alternate activating
leaders. Units that want to move or fire at
the same time must be activated by the same
leader, or by a chain of leaders in adjacent
hexes. A leader can activate lower-ranking
leaders in adjacent hexes, and those lower-ranking
leaders can activate still-lower ranking leaders
in hexes adjacent to them, and so on. So,
players who want to get the jump on the enemy
must make sure to string their leaders out
in rank-order so that as many leaders and
units as possible can activate at the same
time.
Morale: “We’re too pretty to
die. . . .”
Panzer Grenadier is almost pacific
in an odd sort of way, because in many cases,
killing the enemy is unnecessary. I well remember
an early game with our esteemed plant manager,
in which I played the Germans defending a
town against a massive Soviet Guards cavalry
assault.
As the Soviets entered the board, I hit them
with long-range bombardment fire. Horses,
being sensible creatures, are skittish under
fire, so you get a +1 column shift on the
fire tables against cavalry units. By concentrating
my on- and off-board artillery on two or three
Soviet stacks per turn, I was able to get
“Disrupted” or “Demoralized”
results on them with reasonable frequency.
Soon several Soviet units were losing contact
with their leaders due to reduced movement
or retreats caused by morale failure. But
instead of killing the disrupted units, I
shifted my fire to fresh, good order units,
disrupting them as well. By the end of the
game, only a few Soviet units had made it
to the town (where they were dealt with easily
by German infantry), while the rest of the
board was littered with disrupted Soviet cavalry
units. The Germans won handily with only a
few Soviet units having taken losses.
So, in Panzer Grenadier a demoralized
enemy unit is just as useless as a dead one,
and is often a thorn in the player’s
side. If you eliminate a unit, it’s
gone and the other player can forget about
it. But disrupted and demoralized units slow
down, stop and retreat into inconvenient places,
clogging roads and breaking up advances. Disrupted
and demoralized leaders are an even bigger
headache, because disrupted leaders can only
activate units in their own hexes, while demoralized
leaders can’t activate anyone. So in
many cases, all you have to do is disrupt
or demoralize a few leaders to stop an enemy
advance cold.
Quality vs. Quantity: Can you say “Urrah?”
Leadership
quality is an important factor that makes
the game very different if you’re playing
one side rather than another. German leaders
have high morale, usually give their troops
morale bonuses, and often give them the ability
to add their combat strengths together even
if they’re in different hexes. But Russian
leaders are another breed. Their personal
morale is decent enough, but they seldom give
morale bonuses to troops, and almost never
give them combat bonuses. This worrisome disadvantage
is mitigated by the fact that Mother Russia’s
sons are legion, and if many of them break
and run under German fire, there are always
more just behind. And then there is the unique
Communist solution to fleeing troops, the
Kommissar.
My recent playtest of the “Trouble
at Ivanovskloe” scenario from Sinister
Forces illustrates these factors. The
Germans had a full complement of combined
arms (infantry, support weapons, heavy armor
and off-board artillery), while the Russians
had only NKVD infantry, light tanks and no
off-board artillery.
Per the historical notes, I had the confident
Germans advance boldly on a wide front against
a double line of Soviet defenders. Following
a brief bombardment, the German CO led his
division’s center in an assault of the
dug-in Soviet center. The combined-arms of
the Germans plus their numerous leaders and
high morale resulted in plenty of Soviet casualties,
but there were enough Russians there and in
reserve to bog down the German advance.
Meanwhile, on their left flank, German leaders
had lined up six HMG platoons in three hexes
outside the direct fire range of the Russians,
and a German leader with a +2 combat bonus
was combining their fire. This put German
fire on the 22 column of the Direct Fire table,
even after negative column shifts for range
and dug-in targets. So, the targeted Soviet
units were guaranteed to suffer morale checks
or worse. Soviet morale was failing fast and
threatening to open a hole in their line,
but the 2-to-1 Soviet numerical advantage
in infantry platoons proved their salvation.
The Soviet left flank extended far enough
beyond the German right to be out of HMG range.
So those fresh units charged the German flank.
German opportunity fire against the chargers
was punishing, but with the help of onboard
artillery the superior Soviet numbers told,
and they broke the German flank, sending the
HMGs fleeing behind their bogged-down center.
Meanwhile, many of the demoralized Soviet
units that had fled under German HMG attack
had a sudden change of heart and achieved
good-order with astonishing speed. This was
due to mandatory re-education while staring
into the barrels of Soviet Kommissar machineguns.
The Soviet right flank was coming back fast
(it’s amazing how a collective mentality
can save the day while robbing one of the
moral high-ground at the same time . . . ).
So while the Germans Stugs were happily popping
Soviet T-60s, the German infantry had to hope
that their armor and artillery superiority
would eventually prevail against the unstoppable
Soviet human waves.
So overall, Panzer Grenadier offers
players a tactical-level gaming situation
that’s much more than just move-and-fire.
Players must always make sure their troops
are properly led, with morale and command-and-control
taking precedence over simply inflicting or
avoiding casualties. This, plus the fact that
the Panzer Grenadier series games offer
players the ability to play German, Australian,
Russian, New Zealand, American, Indian, Japanese,
Austrian, British, Finnish, Italian and Romanian
forces (each with their own particular strengths
and weaknesses), makes Panzer Grenadier
a highly enjoyable and infinitely replayable
game system.
This piece originally appeared in December
2005. Click here to order Campaigns and Commanders:
War in the East,
the supplement
that's all about Panzer Grenadier leaders. |