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Panzer Grenadier: Workers & Peasants
Developer’s Preview, Part One
By Doug McNair
July 2010

The Red Army of Workers and Peasants (also known to Panzer Grenadier players by its Russian acronym, RKKA) has been a centerpiece of the Panzer Grenadier series ever since the beginning. The original Panzer Grenadier game (and later the expanded version, Eastern Front Deluxe) included more than a full sheet of Red Army units of all types from the early years of the war. These same pieces have made appearances in many subsequent scenarios published in Panzer Grenadier book supplements. And while the wide variety of unit types available in Eastern Front has allowed us to publish many subsequent scenarios using just that counter mix, the relatively small number of Red Army leaders included in Eastern Front has also constrained us to a certain extent.

This was intentional at the time we released Panzer Grenadier/Eastern Front, since that game’s main focus was the early stages of Operation Barbarossa. At that time, Joseph Stalin’s purges had left the Red Army officer corps woefully undermanned and lacking in quality and experience. So while the paucity of Red Army officers in Eastern Front scenarios adds realism to that game, it has constrained us from publishing scenarios on some really large Red Army battles. There are plenty of Red Army unit counters available in the Eastern Front and Road to Berlin games, but the quality of the Soviet leaders in Road to Berlin reflects years of battlefield experience and is thus not appropriate for early war scenarios. So until now, only the small number of Red Army leaders included in Eastern Front have been available for early war scenarios, and that has prevented us from publishing many early war scenarios that are large enough to require more RKKA officers than are in that game.

That problem is now solved with the publication of Workers and Peasants, which includes a large number of brand new Red Army officers whose quality reflects that of the Soviet officer corps in the early days of the war. Mike Perryman has used those new leaders to create a wide variety of scenarios chronicling the desperate fighting on the Eastern Front in the summer and fall of 1941. Not all the scenarios include large formations, but the new Red Army officers in Workers and Peasants have allowed Mike to craft challenging scenarios whose victory conditions don’t need to be skewed against the Germans due to a lack of sufficient Red Army officers. The result is some of Mike’s best Panzer Grenadier scenarios to date.

Workers and Peasants includes 25 scenarios divided into four sections. The first three sections include battles fought by the German Army Groups North, Center and South (respectively). The fourth section chronicles the battles around the town of Borodino, where the largest battle of Napoleon’s invasion of Russia took place more than a century earlier. Today I offer previews of the scenarios included in the relatively short Army Group South section plus the standard-length Army Group Center section. We hope you enjoy them.

ARMY GROUP SOUTH
Scenario One
Opening Moves
23 June 1941

On the second day of Operation Barbarossa, the two foot units of German XLVII Motorized Corps were to open a hole in Soviet lines for the panzers to exploit. The Red Army units facing them had been better prepared for the initial German onslaught than their brethren up north, and had bent but not broken.

Note: This scenario uses boards and pieces from Eastern Front and Road to Berlin, and pieces from 1940: The Fall of France. Only use leaders from Eastern Front Deluxe and this supplement.

Conclusion

At the opening of Operation Barbarossa the Wehrmacht stood at peak efficiency. This allowed them to drive the inexperienced defenders back despite their best efforts. The panzers were soon pouring through the opening.

Developer’s Commentary

This is a very large battle between two infantry divisions that gets most of the new Soviet leaders from Workers and Peasants into the action right away. Mike’s scenario design was spot-on with this one: The Soviets have nearly equal numbers to the Germans, but higher German morale plus German air support makes it possible for them to break through Soviet lines.

Scenario Two
A Glimpse of the Future
23 June 1941

After the infantry had ruptured the Russian lines, the panzers went forward to exploit the gaps. Knowing that Soviet armored units were deployed far from the front, no trouble was expected. The Germans couldn't have been more wrong.

Note: This scenario uses boards from Road to Berlin and pieces from Eastern Front.

Conclusion

While previous combatants had been unable to contain the panzers, the Red Army decided that using a number of antitank guns deployed in depth was the answer. Here the concept proved its merit, and the panzers were unable to exploit the infantry's success until Soviet 1st Antitank Brigade was forced to fall back due to pressure on its flanks. The concept would be constantly developed until it came to fruition at Kursk.

Developer’s Commentary

This is a medium-sized scenario in which a German armored column tries to push its way through a Soviet infantry force backed by anti-tank guns. The Germans have the Soviets outgunned 3 to 1, and the Soviets have nothing but 76.2mm artillery with which to oppose the German armor. So I cut the game to 18 turns and went with victory conditions that let the Soviets win if they hold the road or kill enough German steps.

Scenario Three
Blocking Force
5 July 1941

In the first days of July, Soviet 8th Mechanized Corps counterattacked the oncoming Germans and soon found itself surrounded. In the subsequent breakout, one of its three divisions (34th Tank) lost over 10,000 men and most of its vehicles. The other two divisions managed to extricate themselves somewhat intact, but one of them (7th Mechanized) was immediately ordered to block a direct German assault on the Stalin Line.

Note: This scenario uses boards and pieces from Eastern Front, and pieces from 1940: The Fall of France. Only use leaders from Eastern Front.

Conclusion

Seventh Mechanized Division had been issued 250 light tanks before the war started. Mechanical breakdowns, air attacks and losses during the breakout had significantly reduced that number. Their howitzer regiment also had had to be left behind as they had never received the tractors to move their guns. They were easily brushed aside by the Germans, who would reach the Stalin Line by nightfall.

Developer’s Commentary

Here the Germans have the Soviets outgunned 2 to 1, the Soviets have no off-board artillery and their tanks are sitting ducks since the Germans out-range them and can penetrate their armor easily. So the Soviets don’t have much of anything with which to stop the Germans, but I went with victory conditions that encourage them to try. The Germans score victory points (VPs) for killing Soviet steps and getting steps off the east edge, while the Soviets score one VP for each German step that doesn’t exit the east edge for any reason (due to being eliminated or otherwise). The German player wins if he or she scores at least twice as many VPs as the Soviet player, and any other result is a Soviet victory. Because victory conditions are skewed toward the Soviets, I kept the game length to 18 turns to give the Germans time to exit everyone off the east edge.

Scenario Four
Over the River
25 November 1941

The Germans entered Rostov on the 20th and secured the city two days later. Recognizing the vulnerability of his position, General Ewald von Kleist wanted to withdraw to a more defensible location but was overruled by Berlin. On the 25th the Soviets swarmed over the Don River, confirming Kleist's fears.

Note: This scenario uses boards from 1940: The Fall of France, and pieces from Eastern Front, Road to Berlin and Sinister Forces. Only use German leaders from Sinister Forces and Soviet leaders from Eastern Front and this supplement.

Conclusion

Led by "Panzer Meyer" (who would later write a popular book on the recon battalion of SS Lifeguard), the Germans managed to turn back the first three waves of Russian attackers. The fourth wave broke into the German lines, where it was routed by fresh troops. SS Lifeguard claimed 300 Russians dead and 400 captured while admitting to two dead and seven wounded.

Developer’s Commentary

This one needed a lot of work. The map needed redoing to make the river run in the right direction while taking into account the significant urbanization of the area. SS morale was too high, so I dropped it to 7/6 but said the German player could pick the leaders (rather than drawing them randomly as normal) for the recon battalion led by “Panzer Meyer” only. I started the game a little earlier in the day to give the Soviets more time to get across the river before German reinforcements arrive. Then I kept the VP schedule for town- and bridge-taking flat since the Soviets greatly outnumber the Germans and the Germans have many town hexes to cover.

ARMY GROUP CENTER
Scenario One
A Stroke of Luck
6 July 1941

On July 6, the Red Army 7th Mechanized Corps was tasked with applying enough pressure to at least stop the Hitlerites if not outright defeat them. Their Kommissars made sure everyone understood the gravity of the situation and that they had been lavishly equipped by the Motherland for just such an effort. Even in the 18th Tank Division (which contained only older light tanks), it was stressed that failure was not an option.

Note: This scenario uses a board from Road to Berlin, boards and pieces from Eastern Front, and pieces from Arctic Front Deluxe. Use only leaders from Eastern Front Deluxe and this supplement.

Conclusion

Fired up by their Kommisar and supported by some light tanks, the riflemen pressed forward and surprised the Germans, who had arrogantly neglected security while concentrating for their own attack. Caught in the open by an inspired enemy, the Germans fell back 18 miles. There the Soviets would themselves neglect security and be decimated.

Developer’s Commentary

Here the Soviets greatly outnumber the Germans, but they’re attacking a higher-morale enemy in mainly open ground so they’ll lose strength fast to opportunity fire. So instead of going with the original victory conditions of fighting for the road and exiting Soviet steps off the west edge, I made the map narrower and just had the Soviets fighting to take road and town hexes and kill German steps. That will allow them to concentrate their forces for maximum effect while preventing gamey behavior like avoiding the Germans completely to get off the west edge. I also have the Germans set up spread out on the road to simulate them being taken unawares by the Soviet attack. Finally, I lengthened the game to 26 turns because the Soviets will need extra time to push back the higher-morale Germans.

Scenario Two
Polotsk Fortified Region
10 July 1941

The advancing panzers had deemed the West Dvina River at Polotsk too heavily fortified to attempt a crossing there. They had instead sped onward and left the trailing infantry to deal with the problem.

Note: This scenario uses a board and pieces from 1940: The Fall of France, a board from Battle of the Bulge and pieces from Eastern Front and Road to Berlin. Only use leaders from Eastern Front Deluxe and this supplement.

Conclusion

Though other Soviet units were streaming eastward at this point in the campaign, the Soviet soldiers manning Polotsk Fortified Region had no intention of moving. The German plan for an easy establishment of a bridgehead on the West Dvina came up against hard reality. Over the next few days the fighting here turned especially bitter until the Soviet defenders where finally forced to withdraw on the 16th.

Developer’s Commentary

I began by redoing the maps for this one because the Soviets don’t have the numbers or firepower to defend a two-board riverfront against a German force twice their size. So I cut the board in half but kept the troop numbers etc. on both sides the same so that the Germans will have a fight on their hands worthy of the conclusion. I cut the game length slightly to 20 turns and let the Soviets pick four of their leaders rather than drawing them randomly, since the conclusion says this unit was standing fast while the others were running. Then I went with a VP schedule that rewards the Germans for breaking through the Soviet fortified line and taking town hexes as far south as possible.

Scenario Three
Unrealistic Expectations
16 July 1941

As part of their most recent effort to drive the hated Hitlerites back, Stavka ordered the 219th Mechanized Division to pocket 4th Panzer Division so it could be destroyed at their convenience. Once that was accomplished, they were to open up an escape route for the beleaguered 13th Army fighting at Mogilev. This despite the fact all of their armor had long since been distributed among the tank divisions of 25th Mechanized Corps.

Note: This scenario uses boards and pieces from Road to Berlin and Eastern Front. Only use leaders from Eastern Front and this supplement.

Conclusion

The lack of supporting armor doomed the attack to failure before it was launched. The only surprising thing was the ease in which it was brushed aside. Stavka was forced to look elsewhere for a way to stop the rampaging panzers and free 13th Army.

Developer’s Commentary

Here is another scenario in which the Germans enter on the west edge of the board and must try to get units through Soviet lines and off the east edge of the board. The Germans have a medium-sized armored force up against a very large Soviet infantry force with little armor support. I let the Soviets set up farther west than in the original scenario design so as to give the Germans less of a head start. Then I lengthened the game to 26 turns due to the distances involved and the sheer number of Soviet units the Germans must try to blast their way through in order to exit the east edge. Then I made the victory conditions a bit easier on the Germans since giving the Soviets a VP for each German step that doesn’t make it off the east edge is too much given the balance of forces involved.

Scenario Four
A Ray of Hope
13 July 1941

Stavka had ordered 63rd Rifle Corps to force its way over the Dnepr River and liberate Rogachev. Not content with one unrealistic order, Stavka then ordered that the defeated enemy was to be driven westward as fast as possible. This in spite of the fact that Red Army units were having trouble holding their ground, much less advancing.

Note: This scenario uses a board from Battle of the Bulge and boards and pieces from Eastern Front and Road to Berlin. Only use leaders from Eastern Front and this supplement.

Conclusion

Exceeding all expectations, 63rd Rifle Corps not only secured Rogachev but advanced another six miles before being stopped. It all went for naught as a short week later they were forced to withdraw to avoid being encircled.

Developer’s Commentary

I had to redo the map for this one to give Rogachev its proper status as a town between two rivers. I lengthened the game to 26 turns because it’s going to take a while for the Soviets to push the higher-morale Germans out of town hexes. I kept the map three boards wide and made the road on the western board there a VP objective per the original scenario design because that spreads the battle out more and keeps it from being a straight town assault.

Scenario Five
Vilified
24 July 1941

Group Kachalov had launched an attack yesterday designed to cut off the German spearheads operating south of Smolensk. Their advance northward had been checked by Infantry Regiment Grossdeutschland. Today two rifle divisions would occupy Grossdeutschland while the 104th Tank Division probed toward their open left flank.

Note: This scenario requires a boards and pieces from Eastern Front and Road to Berlin, and pieces from 1940: The Fall of France and Arctic Front Deluxe. Only use leaders from Eastern Front and this supplement.

Conclusion

While Kachalov’s tanks probed forward, 18th Panzer Division rushed in to fill the void. In a near-run thing they managed to turn the Red Army tankers back before they could hit Grossdeutschland’s flank. Soon a German counterattack would entrap and destroy Group Kachalov. The Kremlin would vilify the dead Kachalov by saying "while in encirclement ... [he] ... displayed cowardice and fell captive." In actual fact, he had died trying to lead his troops out of the trap. Much later the Soviets would rehabilitate him.

Developer’s Commentary

This one is a meeting engagement between a medium-sized German armored force and a much larger Soviet armored force with lower morale and poorer-quality tanks. This one was pretty good as-is, and just needed general cleanup and improved victory conditions. Both sides score VPs for killing enemy steps, and the Soviets score VPs for exiting steps off the north edge of the board while the Germans score VPs for stopping them.

Scenario Six
Still Trying
30 August 1941

Marshall Zhukov had been sent by Stavka to save the situation around Yelnia. Given command of Reserve Front he promptly launched limited counterattacks while planning bigger things. On August 30th he struck the Yelnia salient from three sides with the intention of surrounding and then destroying the invaders.

Note: This scenario uses boards and pieces from Eastern Front Deluxe.

Conclusion

102nd Tank Division had distinguished itself in the fighting around Smolensk that had cost it most of its tanks. On this day they attacked the German 137th Infantry Division in cooperation with two rifle divisions, and slowly worked their way forward. By the September 2nd the 137th reported the loss of 1,200 men, and within days the Germans would abandon the Yelnia salient.

Developer’s Commentary

Another very good scenario from Mike Perryman that needed little adjustment. Both sides score VPs for killing enemy steps and taking or holding town hexes, and the Soviets score VPs for exiting steps off the south edge while the Germans score VPs for stopping them.

Scenario Seven
Pogar Bound
31 August 1941

General Eremenko assumed command of Briansk Front with orders to stop the rampaging panzers of Guderian. But before that could even be contemplated, the twelve mile gap that separated Briansk and Central Front needed to be addressed. The first step in accomplishing that was securing Pogar, and Eremenko sent in more troops after a failed attempt on August 30.

Note: This scenario requires boards and pieces from Eastern Front and Road to Berlin, and boards from 1940: The Fall of France and Elsenborn Ridge. Only use leaders from Eastern Front and this supplement.

Conclusion

108th Tank Division was a formidable opponent as it was equipped with only the newest model tanks. Nevertheless, the experienced panzer crews adapted quickly to the situation and gave some ground but remained in control of Pogar.

Developer’s Commentary

A large scenario with a powerful combined Soviet force of tanks, infantry and cavalry attacking a smaller German armored force in relatively open terrain. This one represents a hat trick for Perryman; his map needed a bit of reworking to get the distances between towns right, but his victory conditions were spot-on and those plus the rest of the scenario just needed a little cleaning up. The Soviet player has the following objectives:
1. At the end of play the bridge hex and all east-west road (not trail) hexes east of the river are free of undemoralized German combat units.
2. At the end of play all town hexes are under Soviet control.
3. At the end of play at least 30 Soviet steps have exited the west edge (tanks and CAV count double, trucks and wagons don’t count).
4. At the end of play at least 20 German steps have been eliminated (tanks count double, prime movers don’t count).

Soviet Major Victory: The Soviet player achieves all four of his objectives.
Soviet Minor Victory: The Soviet player achieves any three of his objectives.
German Minor Victory: The Soviet player achieves only two of his objectives.
German Major Victory: The Soviet player achieves one or none of his objectives.

That covers the first half of Workers and Peasants. Tune in next time for the Army Group North section, and after that Borodino 1941!

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