| Panzer
Grenadier Logistics
By John Stafford and Mitch
Reed
November 2008
Sit back in your chair and imagine the
roar of Panzer III’s racing across
the grasslands of Russia, a cold nip in the
air presaging a bitter winter to come. Trailing
behind are multiple SPW 251’s packed
with grenadiers taking a welcome break from
walking, and exchanging black bread, tobacco,
and sweets from home as they recall their
last firefight in some unknown village a
few miles back. Sounds good so far, right?
Further to the rear slog the poor logisticians, “Loggies” in
their own parlance. They struggle at the
end of a long and tenuous supply chain trying
to keep the fuel-greedy panzers and support
vehicles fed with petrol, and maintain a
supply of shells for the tank and artillery
magazines plus bullets for the belt pouches
of the Soldaten. And of course, a mountain
of other supplies (food, spare clothing,
spare parts, medals, sherry for Herr Oberst
and on and on) must always be kept moving
toward the ever-advancing front.
We hear you muttering “Yeah, so what?
That’s not the cool stuff. Just let
me fight my battle.” Well, we would,
but as military logisticians who also enjoy
Panzer Grenadier we couldn’t let this
one go by. In real warfare, the constant
requirement to keep troops in the field supplied
can dramatically affect a unit’s combat
power and mobility, and therefore the outcome
of battles. History is full of examples where
exploitation of a breakthrough was severely
restricted or abandoned outright due to logistical
breakdowns.
The most obvious example is the Battle of
Bulge. The Germans stockpiled fuel and ammunition
for weeks prior to launching the attack,
and arguably could have created at least
a temporary breakthrough had their supplies
not run out. Battle accounts are replete
with panzers running out of fuel and being
abandoned by their crews.
Supply shortages can occur at the company,
battalion, or brigade/regiment level even
if the higher level is well supplied. This
occurs because the unit supply officer/NCO
forgets to place the order, the order gets
lost, the radio won’t work, a higher
priority precluded filling your order, the
higher echelon logistics officer/NCO doesn’t
like your officer/NCO, or the supplies get
lost. Try driving a truck in bad weather
through unfamiliar territory where most signs
have been removed by the retreating enemy,
using maps that are out of date or incomplete,
and see how well you find a unit that is
off the main road hiding in the woods. Or
perhaps your unit just moved out before the
supplies arrived and your commander didn’t
anticipate combat, so he thought you could
wait until later to get your fuel and ammo
topped off.
So how do we apply this to Panzer Grenadier scenarios
without overloading the game with “chrome” that
slows down play? We use the variant Logistics
Breakdown and Supply Depot rules below. These
rules constitute an expansion of the optional
Fog of War rule (17.4) and must be used in
conjunction with it.
Logistics Breakdown (17.41)
If a player rolls a 3 or a 4 on his Fog
of War dieroll at the end of any action segment,
his side in the battle experiences a logistics
breakdown. For the remainder of the scenario
(not just the remainder of the turn), the
following rules apply to the player experiencing
the logistics breakdown:
- Initiative: The player’s Initiative
is immediately reduced by one (subject
to the standard minimum of zero per 3.0;
see Multi-Player Games below for an exception).
- Movement: Each time a Mechanized or
Motorized unit belonging to the player
moves at least one hex, he or she must
roll one die for that unit at the end of
its action segment (after all movement
and combat for the segment are done). Roll
for each such unit separately. On a result
of 1, place a Low Supply marker on the
unit. If a Mechanized or Motorized unit
that already has a Low Supply marker on
it rolls a 1 after moving as above, replace
the Low Supply marker with a Critical Supply
marker. If a Mechanized or Motorized unit
with a Critical Supply marker on it rolls
another 1 after moving as above, it runs
out of fuel and is removed from play (it
counts as destroyed for VP purposes). Add
a -1 modifier to each roll if the Introduction
or Conclusion of the scenario mentions
that the rolling player’s side was
having supply problems (modified rolls
of 0 count as a 1).
- Combat: Each time the player rolls a
2, 3 or 4 when conducting a Direct Fire
or Bombardment Fire attack, he must place
a Low Supply marker on one active combat
unit participating in that attack that
doesn’t have a Low
Supply marker on it already (owning player’s
choice). Each time the player rolls a 1 when
firing on the Assault Table (as attacker
or defender), he must place a Low Supply
marker on one friendly combat unit of his
choice that fired in the current assault
and which doesn’t have a Low
Supply marker on it already. If a player
makes another roll of 2, 3 or 4 in
Direct or Bombardment Fire combat or
rolls a 1 in Assault combat, and if
all his units participating in that
combat have Low Supply markers on them
already, he must replace the Low Supply
marker on one of his participating
units (his choice) with a Critical
Supply marker. Units cannot run out
of fuel due to firing in combat, so
there is no further effect for low
rolls involving firing units that are
already marked with Critical Supply
markers.
Low Supply Marker Effects
Each Mechanized and/or Motorized unit marked
with a Low Supply marker has its movement
allowance halved. Foot units keep their full
movement allowance. Each combat unit marked
with a Low Supply marker has its Direct Fire
and/or Bombardment Fire strength halved (round
fractions up per standard rules). Fire range
stays the same. Low Supply markers have no
effect on AT fire strength, but a tank with
a Low Supply marker loses any Armor Efficiency
it may have (11.2).
Critical Supply Marker Effects
Each Mechanized and/or Motorized unit marked
with a Critical Supply marker has its
movement allowance reduced to 1 (Foot units
keep their full movement allowance). Each
combat unit marked with a Critical Supply
marker has its Direct Fire value halved and
has its Bombardment Fire value reduced to
zero. It cannot fire on the Direct Fire table
but it can participate in Assault Combat
(12.0). Units with AT fire values keep
their full AT fire strength but have
no Armor Efficiency. Multi-Player Games
If using the multi-player rules (17.6),
only individual players who roll a 3 or 4
on a Fog of War dieroll experience Logistics
Breakdown. Units may only acquire Low Supply
and Critical Supply markers while under the
command of individual players who have experienced
Logistics Breakdown. If using the Sector
Command rule (17.61), units cannot acquire
new Low Supply or Critical Supply markers
after they move out of a sector commanded
by a player who has experienced a logistics
breakdown and into a sector commanded by
a player who has not experienced a logistics
breakdown. However, units that already have
such markers must keep them until they replenish
their supplies at a Supply Depot (17.42),
no matter what sector they’re in. Note
that a side with more than one player does
not experience initiative reduction due to
logistics breakdown unless ALL of its players
have experienced logistics breakdown.
17.42 Supply Depots
Only a side whose units set up on-board
per scenario instructions can have supply
depots. If all units on a side enter the
board during play, that side cannot have
supply depots. In two-player or solitaire
games, each side that is eligible to have
a supply depot has one of them. In multi-player
games, each player has his own supply depot
if his side is eligible to have them, so
each side will have a number of supply depots
equal to the number of players on that side.
Depot Location
Each player who is eligible to have a supply
depot secretly writes down the location of
his supply depot once he is done setting
up his units. A supply depot can be located
in any of a side’s eligible setup hexes
(per scenario instructions) that is four
or more hexes away from all eligible enemy
setup hexes, or four or more hexes away from
any board edges where enemy units will enter.
When using sector command in multiplayer
games (17.61), each eligible player can have
a supply depot in any eligible hex in his
sector. When using formation command in multi-player
games (17.62), each eligible player can have
a supply depot in any eligible friendly setup
hex on the board.
Supply depots cannot move. The owning player
must reveal the location of a supply depot
the first time any enemy unit or leader with
LOS to the supply depot’s hex moves
to within three hexes of it. Place a SUPPLY
DEPOT marker on the board in the depot’s
written location at that time. It must remain
there for the rest of the game unless and
until it is destroyed.
Depot Benefits
Each undemoralized unit that activates in
a supply depot’s hex and performs no
movement or fire action during its activation
(3.13) may have any Low Supply marker on
it removed, or may have any Critical Supply
marker on it replaced with a Low Supply marker.
Units may replenish their supplies in this
way from friendly or enemy supply depots
(stealing enemy supplies is encouraged).
Place MOVED/FIRED markers on units that do
this (it takes up their entire activation).
Each supply depot has unlimited supplies
and can replenish any number of units unless
and until it is destroyed.
Depot Destruction
Units can destroy friendly or enemy supply
depots if desired. To destroy a supply depot,
at least one undemoralized personnel-type
unit must activate in the same hex with the
supply depot. Only undemoralized units that
activate and remain in the supply depot’s
hex for their entire activation and perform
no movement or fire action during their activation
can participate in a supply depot destruction
attempt. The owning player rolls one die,
adding a +1 modifier for each activated,
undemoralized engineer-type unit (ENG, SAP,
PIO, etc) participating in the destruction
attempt. On a natural or modified result
of 5 or more the supply depot is destroyed,
and if the supply depot’s marker is
on the board the player removes it permanently.
No units may replenish their supplies in
that hex for the rest of the game. On a result
of 4 or less the attempt fails and the depot
remains. Place MOVED/FIRED markers on all
units that participate in a supply depot
destruction attempt whether it is successful
or not (it takes up their entire activation).
Conclusion
These rules encourage players to think more
like real combat commanders. When looking
at the grand tactical doctrine of WWII participants,
the importance assigned to supply appears
quite evident. The British Commonwealth forces
were known as masters of the “set piece
battle,” which relied upon massive
sustained firepower to wear down their opponents
and enable a breakthrough while minimizing
friendly casualties. Such profligate use
of ammunition required massive stockpiling
prior to the attack, and plenty of brave
lads running from depots to the front line
and back again once the attack began.
Americans were known for having excellent
logistics during the entire war and only
suffered materiel shortages when the supply
lines were overstretched. Good examples of
this can be readily seen in some periods
of the fight for Guadalcanal, and during
the approach to the Westwall in late 1944.
Many anecdotal references by Germans commented
on the generous level of supplies enjoyed
by G.I.s, and the difficulty in overcoming
an enemy so well provisioned.
And the failure of Germany to conquer the
Soviet Union is often laid at the feet of
failed German logistics plus the success
of the American Lend Lease to the Russians.
In the end, few military leaders challenge
the critical impact the sinews of war have
on achieving victory.
Now all you armchair warriors who have given
little thought to logistics and have always “assumed” that
the bins were full can put a little more
reality into your conflict simulation gaming.
Remember, amateurs talk about tactics and
professionals discuss logistics.
Bon chance!
Download the new supply markers here.
Supply certainly can make
a difference in the Battle of the Bulge.
Get
Panzer Grenadier: Elsenborn Ridge and
see for yourself! |