| Panzer
Grenadier:
Under the Hood,
Part
2
By Matt Foster
June 2008
Continued from
Part 1.
Panzer
Grenadier scenarios that
don’t include lots of AFVs and transport — and
even some of them that do — have some
signature characteristics that players need
to understand in order to be successful.
In the previous entry, I discussed the game’s
pace, its morale-centric combat system, leadership,
and the importance of mastering the art of
assault. The next thing players need to consider
is the game’s use of space.
Frequently, a scenario will give you a deceptively
large amount of space to play. It’s
deceptive in that once you give the victory
conditions a good going-over, you’ll
often figure out that most of the action
is going to be concentrated in a fairly small
portion of the map. All of that space may
give you a number of initial options for
deployment and maneuver, but once the shooting
starts the area of the game map that’s
really important can narrow down very quickly.
My example scenario, Eastern
Front Deluxe: "Fontana
Alba," is a case in point. Two maps present
a huge amount of territory for the number
of units involved. But the victory conditions
make it pretty clear that the four town
hexes are going to be the focus of the
game.
(Granted, if the Romanian player wants to
play for a draw from the outset he might
decide instead to occupy the woods to the
south of town, but our Romanians here are
playing to win, and thus have to capture
and hold the town. What kind of weenie starts
the game looking for a draw?)
How does all of this come together in the
game? Let’s take a look as "Fontana
Alba" plays out.
The Romanians have a few maneuver options — they
have to decide on a direction to approach
the town — but their goal is pretty
straightforward. They have to move on the
town, soften up the Soviet defense, and then
assault to clear out the defenders. They
have some time to accomplish this, but not
tons of time. The scenario is 30 turns in
length, but from the 13th turn (0900) out
there is an increasing chance that a Soviet
counter-attack will arrive.
In this case, the Romanians approach the
town quickly from the west and cross the
river. Their cavalry draws up three hexes
from the town. This is inside of the range
of the Soviet machine-gun platoons, but outside
of the two-hex range of the rifle platoons.
The three-hex range allows the Romanians
to spot enemy units in the town and begin
the process of trying to soften up the defense.
The “softening up” involves
bombardment fire from the Romanian off-board
artillery (two concentrations of 12-strength
fire), direct fire from their two 8-strength
machine-gun platoons (stacked to allow combined
fire), and “Hail Mary” bombardment
from their 5-strength 60mm mortar platoon.
The Russians respond with bombardment fire
from their own mortar platoon, which is located
in the woods south of town. There is an occasional
head-game as the two sides trade activations
and “passes,”, but the Soviet
machine-gun platoons in the town generally
don’t respond with direct fire. They
elect instead to hold their fire and await
a chance to use opportunity fire at a closer
range.
Ill-timed direct fire from the Russian defenders
could essentially give the Romanians a “free
pass” to an assault. As long as the
defense remains in pretty good order (not
a lot of disruption or demoralization results),
the prospect of taking opportunity fire with
a +3 column shift will generally persuade
the Romanians that an assault is a bad idea.
Softening up a defense can take time, though.
In this game, the morale boost of the Soviet
captain keeps the defense steadfast until
the 0800 turn, when the Romanian artillery
finally has an effect on the units in hex
1004. The machine-gun platoon in the hex
takes a disruption result and the rifle platoon
is demoralized, which at last gives the Romanians
an opening to assault without having to absorb
a huge amount of opportunity fire.
After their artillery strikes home, the
Romanians use follow-on activations to execute
a two-hex charge assault with some of their
cavalry. Opportunity fire from 1003 inflicts
a step loss on one cavalry platoon (which
then disrupts) and causes the Romanian 9-morale
locotenant to demoralize, but they have enough
troops that they can get a couple of platoons
into assault.
As I mentioned in the previous piece, in
Panzer Grenadier assault is usually a multi-turn
process, and the attack on Fontana Alba is
no exception. The demoralized Soviet rifle
platoon fails to recover and flees to 1003,
but the Red captain feeds one of his reserve
platoons into 1004 to bolster the machine-gun
platoon.
In the 0815 and 0830 turns, the Romanians
work more troops into the assault, and also
manage to send in an assault on 1003.
Results can snowball pretty quickly in assault.
One or two bad morale rolls, or one or two
good enemy morale rolls, can cause the situation
in an assault hex to get out of control in
short order.
The Romanians and Soviets trade assault
results for several turns. Superior Romanian
morale and more numerous leadership help
them overcome the defensive bonus of the
town and they force a number of morale checks.
One unfortunate Soviet rifle platoon consistently
flunks its morale checks and ends up eliminated
after multiple failures result in two step
losses. But the Red machine-gun platoons
in particular prove impossible to shake (both
pass a couple of difficult “M2” checks).
In the 0830 and 0845 turns, the Soviets
suffer a total of three step losses in assault
and inflict two on the Romanians (giving
each side three step losses total). The Soviets
feed some reinforcements into the assault
hexes, though, and keep fighting while the
Romanians maneuver to bring support fires
to bear on the two hexes of the town that
aren’t under assault.
The wheels start to come off the Romanian
effort, though, in the 0900 turn. The Romanians
in 1004 totally whiff on their assault result,
while the Soviet defenders score a “1” against
them in return. Both sides score “M2” results
in assault in 1003, and the Romanians consistently
flub their morale checks while the Soviets
pass more than their share.
The additional step loss drops Romanian
initiative to “1” in the 0915
turn and they lose the initiative roll. The
Soviet captain defending the town then personally
leads a counter-attack into 1003, which contains
(at the start of the turn) a disrupted Romanian
leader, a disrupted Romanian cavalry platoon,
and two demoralized full-strength cavalry
platoons.
The Soviets score a “1” result
and the Romanians elect to reduce one of
the demoralized platoons. The Romanian leader
passes his morale check, but all three combat
units fail. This results in two additional
step losses from the two demoralized units
(who both failed their checks by three or
more) and the disruption of the third platoon
as well.

Figuring in the results from the assault
in 1004, by the end of the 0915 turn the
Romanians have lost seven steps against the
Russians’ four. They have no good-order
units remaining in 1003, which is held only
by a disrupted leader and one disrupted platoon
after all of the recovery rolls.
The Reds begin rolling for their counter-attack
on turn 13 (0900). They have to roll a “6” on
a single die to receive their reinforcements.
Each hour (four turns), the score needed
to trigger the reinforcments increases by
one. In this case, they roll a “5” on
turn 19 and the counterattack sweeps onto
the board.
By the time the counter-attack goes in,
the Romanians have managed to contest three
of the four hexes of Fontana Alba with assaulting
units. The Soviet task at this point largely
consists of trying to winkle the Romanians
out of those assault hexes.
Sweeping away the few Romanian units that
remain outside of the town isn’t a
terribly difficult task. The stack of two
Romanian machine-gun platoons close to the
river bridge gets pounded to dust by the
Soviet off-board artillery (3 x 10-point
concentrations) and by the three Soviet on-map
mortar platoons, before falling victim to
a company-sized assault in fairly short order.
 The remainder of the game then boils down
to the Soviets managing their assaults against
the three town hexes while the Romanians
can do little more than hunker down and try
to hang on by their fingernails.
The northernmost town hex is cleared in
a couple of turns, as the two reduced cavalry
platoons there lack any stamina at all in
the face of a company-sized assault. Romanians
in the other two town hexes cling grimly
to their positions, but without reinforcements
and with no place else to hide, they can
only do so much.
It’s a close-run thing, but the Soviets
finally manage to clear out the last of the
Romanians with one turn remaining in the
game.
Had the Romanians suffered slightly lighter
casualties in their initial attacks on the
town — say, two fewer step losses — they
likely would have had sufficient strength
to hang on in at least one of the assault
hexes and force a draw. As it played out,
however, the large Soviet counter-attack — aided
considerably by good Soviet leadership draws — was
simply too much for the Romanians.
Click
here to order Eastern
Front today. |