| Panzer
Grenadier:
Under the Hood,
Part
1
By Matt Foster
June 2008
One of the keys
to grasping the Panzer
Grenadier game system,
and thus to enjoying the game, is understanding
what it is and what it isn’t. As simple
as that might sound, it can be a subject
of great confusion to many veteran wargamers.
They approach what is perceived as a “tactical
level” game with a mix of preconceptions
that can limit their enjoyment of the system.
Speed, or more accurately pace, is the first
preconception “wall” that many
veteran players can hit. Most of the familiar
tactical-level games engage in some degree
of time compression, with “scale” turns
that represent one or two minutes. Scenarios
generally range from six to 15 turns in length,
with the average probably in the eight to
12 turn range. Now, anyone who has even a
passing familiarity with “real” military
operations should probably recognize that
events in those games proceed at an unrealistically
fast pace. It often makes for a tense, enjoyable
game, but asking an infantry company to clear
400 or 500 meters of urban terrain of enemy
forces in 10 minutes is hardly a “realistic” mission.
World War II artillery fire missions that
are called and resolved in 90 seconds exceed
any forward observer’s wildest fantasies.
You only need to look at a few slices of
those games (all of which are quite enjoyable)
to understand that they tremendously compress
the scale of time represented.
That degree of time compression is absent
from the Panzer
Grenadier system. One of the first
things you should note when flipping through
one of the PG scenario books is the length
of the scenarios. Measured strictly in “turns,” PG
scenarios are generally longer than scenarios
in other tactical system. The scenario highlighted
for discussion in this piece is Scenario
3 from East
Front Deluxe: "Fontana Alba." It’s
30 turns in length. That’s 7.5 hours
of “scale” time, which is a fairly
typical game length in the PG system.
More than one veteran gamer has had a rough
go at wrapping his head around the concept
of a tactical game in which patience is often
a virtue. You don’t necessarily have
all day to fiddle around in PG, but you generally
have the time you need to execute a fairly
realistically-paced battle plan. Time enough
to do some maneuvering. Time enough to let
your supporting arms (if you have them) do
some softening up work.
Panzer
Grenadier is not a game system that
generally rewards a rushed style of play.
Players who charge toward the enemy, pause
to fire off maybe one or two turns of direct
fire and then try to close for assault combat
will, more often than not, get handed their
heads.
Taking Ground
On the Direct Fire results table, casualty
rates are going to be pretty low as long
as you’re taking shots on the “11” column
and anything lower. If you’re accustomed
to playing tactical games where troops tend
to evaporate rapidly under fire, direct fire
in PG can come as a bit of a shock. Sometimes
you can stand off and blast away all day
and generate hardly any casualties.
The game’s direct fire model is morale-based,
not casualty-based. For the most part it’s
intended to reflect the disorganizing effects
of fire on a unit’s capabilities. Direct
Fire (and Bombardment, for that matter) is
best used to disorder an enemy position (inflict
Disrupted and Demoralized results) before
you send your guys in for assault combat.
Assault combat is what takes the ground
and generates the higher casualty rates.
In most PG scenarios, you have to figure
out how to make assault work for you if you’re
going to capture contested victory locations
and win the game. The Assault CRT is shorter
and bloodier.
But there’s another catch that can
trip up the unwary gamer with expectations
carried over from other game systems. In
PG, assault is not a one-turn, win-or-run
knife fight. Be prepared to conduct and support
your assaults over a span of several turns.
Frequently, assault combats don’t resolve
to a conclusion in a single activation. Keep
key leaders handy to support critical assaults,
and keep reserve platoons nearby (if you
have them) to reinforce assaults and keep
the pressure on when you have to pull out
reduced, disrupted and demoralized platoons.
Assault is, perhaps, the key mechanism players
need to master in order to get the most out
of their Panzer
Grenadier play. Getting your
attacking units into assault combat with
an enemy force is a crtical skill you have
to develop to win at PG. Organizing to support
and manage your assaults once your troops
have gotten “stuck in” is equally
important. As I mentioned above, running
into direct fire range of the enemy, popping
off a few shots and then trying to get stuck
into an assault hex seldom succeeds.
If you haven’t softened up the enemy
position by inflicting some disruptions and
demoralizations before you go charging in,
your guys can get cut to ribbons by defending
fire. Assault is a “Fire” action
that (except in the case of cavalry) can
only be initiated from an adjacent hex. That
means your assault force can get hit by opportunity
fire on the turn they move adjacent; and,
on the following turn, if you lose the initiative
you’ll get hit by the defenders’ direct
fire before you activate for the assault.
In both cases, you’re taking fire
with some very nasty column shifts on the
CRT. Opportunity fire is +1 column, and you’ll
suffer a +2 additional shift for being adjacent
to the firing unit. Even a single, lowly
rifle platoon can inflict formidable punishment
with the maximum +3 column shift in its favor.
It gets even worse if the position you want
to assault contains multiple enemy units,
or heavier assets like machine gun platoons.
If it’s a multi-hex defending position
with a good leader at hand, you may also
be facing the coordinated opportunity fire
of multiple stacks of units.
Fontana Alba
For a quick example of this, try the opening
turns of Fontana Alba with the Romanians
in “impatient mode.” They’re
cavalry, right? Just charge right on in there.
Pause a few hexes short of the city to spend
a couple of turns dropping 12-strength artillery
attacks on them. Then just sweep on into
the town for some assault combat. If you
can.
Chances are, the Romanian assault won’t
do so well. Below is a photo of a Soviet
defense of the town. The two western-most
hexes each contain a rifle platoon (4-2)
and a machine-gun platoon (7-4). The northern
hex is two rifle platoons. The remaining
hex is the leader (in this case, a rather
good captain) and a reserve of three rifle
platoons.
The
proper placement and use of leaders is another
big key to enjoying Panzer
Grenadier. In this case, the captain
is situated to provide useful support to
every hex in the defense. His +1 morale bonus
can be used by every unit in town. He could
activate all of the units in town at once
if he desired. And any Romanians daffy enough
to attack from the south face the likelihood
of the captain acting to combine the fire
of four rifle platoons and a machine-gun
platoon.
In this particular setup, the Soviets obviously
benefit from the luck of the draw. The captain
(randomly selected before play) commanding
the defense is one of the best leaders in
the EFD countermix. The Soviets’ inferior
morale (7 vs. 8 for the Romanians) will stand
against them in assault combat — but
with the 10-morale captain coordinating activations
and providing morale support with his bonus,
they stand a much better chance of inflicting
some pain on the Romanians as they attempt
to close for assault.
The Romanian task in this scenario is very
difficult. They have to capture the town
and hold it against a late-game counter-attack
to win the game. In order to do that, they
have to exploit a couple of razor-thin advantages.
First, they receive two 12-strength off-board
artillery attacks each turn. They must show
a little bit of patience and use their off-board
artillery—along with their smattering
of on-board heavy weapons (two machine-gun
platoons and a 60mm mortar platoon) — to
hit the defenders with some disruptions (and
maybe even demoralizations) before they assault
the town.
The excellent Soviet leader hunkered down
in the town makes disorganizing the defense
a tough chore. All Soviet morale checks get
a +1 boost, as do all recovery attempts.
In fact, it’s not a stretch to wonder
if having such a good leader in charge of
things might just make the Romanians’ mission
close to impossible.
We’ll
find out in Part 2. Stay tuned!
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