The Guards Belong
By Mike Bennighof, Ph.D.
May 2010
As the very first of our line of comb-bound scenario supplements, Panzer
Grenadier: Red Warriors came into existence to make use of the
stockpile of counters left over from the series' second boxed game, Heroes
of the Soviet Union.
Brian Knipple designed Heroes of the Soviet Union, and came up with a pretty
good package given the physical limitations of the product (two maps, one
sheet of counters). But at the time we hadn't settled on the model we use
now for boxed games and supplements. The Fulda Rules only came afterward:
all boxed games must be fully playable with the components in the box. Half
of the scenarios in Heroes did not, and half needed something from the
series' first game. Heroes sold pretty well, but when it sold out we decided
not to reprint it and to put all eight of the original map designs (with new
artwork) in the Deluxe Edition of Eastern Front. What I didn't realize right
away — inventory control in the old Virginia warehouse being strictly
nominal — was that we still had a fair number of counter sheets left over.
Re-cast into a scenario supplement, the new Red Warriors drew scenarios from
the old Heroes game and a set that Mike Perryman did for our long
out-of-print and mostly forgotten supplement book called Tank Battles. Mike
told me the other day that he cringes when he looks at the old Tank Battles scenarios, and while I don't think they're that bad, they're not as good as
the ones we've been publishing for the last few years. Doug McNair
re-developed all of them to bring them up to current standards, and the
result is a set of 20 scenarios taking place during the 1942 Soviet
Operation Mars.
I wrote a scenario preview that claims the
scenarios I designed can be picked out by their overly verbose introductions
and conclusions. While there's a lot of truth to that, I usually replace the
ones Mike Perryman writes since they're often pretty brief. So this many
years later I'm not really sure who designed the Red Warriors scenarios: If
the title involves blood, death or dismemberment it's probably a Knipple
design, if it includes the word "Blues" it's a Perryman, and if it has some
pretentious literary allusion then I likely did it. But they all have the
McNair development touch, which is really the only thing that matters.
Along with the 20 scenarios, Red Warriors comes with a sheet of 165 playing
pieces, most of them Soviet Guards. All told it's quite a nice package, and
well worth picking up. I imagine we'll re-visit Operation Mars and these
scenarios again someday, but with so many Panzer Grenadier supplements in
the pipeline and a renewed commitment to boxed game production, that days is
many years away at this writing.
Anyway, here's a look at the toys of Red Warriors.
Front Line

The Guards rifle platoons are better than the regular line infantry of the
Red Army of Workers and Peasants, with greater direct firepower and usually
higher morale. We changed the design slightly for Road to Berlin, for
better visibility and to give the Guards a different insignia than the RKKA.
Along with the higher-firepower infantry, the Guards cavalry and machine gun
platoons are also slightly stronger than the equivalent regular army units.
They usually have the same weapons as the RKKA,but are better supplied with
them and their rosters are more likely to approach full strength than the
regular units. "Guards" reflected more than an honorific; soldiers in Guards
units received better pay and burial benefits (not a minor consideration in
a primarily agricultural society, where a family could be devastated if
charged for a soldier's funeral) and were more likely to be literate.
Leadership
The leaders in Heroes of the Soviet Union are actually very different than
the original game designer intended: the morale and firepower modifiers were
to have been reversed. But Brian turned in the counter manifest with the
firepower modifier in the right column (it's on the left side of the
counter) and the morale modifier in the left column (it's on the right side
of the counter). Peggy Gordon laid them out the way they were on the sheet:
left number on the left, right on the right. Brian signed off on the proof.
Their resulting disagreement over who was at fault was an ode-worthy epic.
I didn't have much of an opinion, then or now. None of them have a modifier
greater than 1, and the grand total is 11 left-side modifiers and 9
right-side modifiers — did it really matter? I did find the whole thing
pretty amusing; I don't think Brian knew that Southern women would use words
like that.
Heavy Weapons
We've changed our outlook on these since the publication of Heroes. Or more
accurately, I've reached an opinion (I didn't have one at the time). Brian
gave Guards 76.2mm artillery slightly better anti-tank capability than their
RKKA counterparts; I tend to think the weapons ought to remain the same and
we should show the difference in better morale and leadership (soft rather
than hard factors).
With some exceptions, Panzer Grenadier shows "hard" factors (firepower,
speed, armor) on the counters and "soft" factors (morale, initiative,
leadership) in other ways. That's an intentional split; a few units get
better firepower because their guys are just that much better (or inversely,
lower ratings because they really suck). But mostly, counter ratings are an
exercise in cannon-counting.
Tanks have all the same factors as their RKKA counterparts except for direct
fire, which is usually one higher than the RKKA. I kept that in Road to
Berlin, rationalizing that Guards units had better ammunition supply and
were more likely to have anti-aircraft machine guns mounted, but I'm less
sure of this now and if I had it to do over again would probably keep the
tank ratings the same for both Guards and RKKA. But you can make a case for
the better guards numbers, and that's how Brian chose to rate them.
Secret Weapons
There are a handful of RKKA units in the mix: penal troops and Katyusha
rocket launchers. The prisoners have special abilities, and are assigned
almost exclusively to suicide missions of some sort. The rockets are
powerful weapons and the Germans usually have no answer for them.
The Germans
There are 52 German Army pieces in the set, and they were included to
support those dozen scenarios in the original Heroes mix that did not draw
on parts from the first game in the series. In hindsight this was a mistake:
I should have let Brian use the full 165 pieces for new units and draw on
the original Eastern Front for German tanks, infantry and leaders. All of
the Germans reproduce units found in Eastern Front.
The Air Force's Army

The German Air Force fielded its own ground forces during the Second World War,
and they make their first appearance in the Panzer Grenadier series here.
There's just one battalion's worth, and they are truly bad troops with
terrible leadership. They do have an 88mm anti-aircraft unit that helps a
lot. But mostly they're in the set to give the Soviets someone to stomp all
over. Someday we need to revisit the Air Force's Army with a much larger set
of pieces and array of scenarios.
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