| The following
is my take on Armored Panzergrenadiers - tactics, force composition, and options - in
Flames of War. Who are the
Panzergrenadiers?
Panzergrenadiere, or Armored Grenadiers, represent the first really
effective application of modern combined arms doctrine. Mounted in trucks or armored
halftracks, Panzergrenadiers are the only troops who can keep pace with the rapid advance
of an armored spearhead. Unlike the doctrine of other armies, in which limited numbers of
slow-moving tanks provide support to the infantry, the Panzergrenadiers escort the massed
armor of the Panzer divisions, clearing out hidden enemy positions in close or built-up
terrain that might otherwise stall the offensive.
History
The first units of Infanterie Motorisierte, or motorized infantry, were
formed in 1937. Under the command of General der Panzertruppen Heinz Guderian,
motorized infantry regiments were incorporated into each of the mighty Panzer divisions in
time for the Blitzkrieg offensives of 1939-40. As an integral arm of the Panzertruppen,
these motorized schutzen (troops) trained and fought alongside the tanks during
the unrelenting drive across Poland and Eastern Europe, and then deep into the Soviet
Union in the first months of Operation Barbarossa. In the West, elite units like the Infanterieregiment
Grossdeutschland outflanked and overwhelmed the beleaguered French and British
armies, driving them all the way to Dunkirk.
As the string of stunning victories and rapid
advances came to an end in 1942, the motorized infantry received a new designation - Panzergrenadiere.
(At the time, all German infantry were redesignated as grenadiers by order of the Fuhrer,
in a vain attempt to bolster morale.) By this time Panzer production was clearly
inadequate to equip the many divisions needed to replace losses and reinforce the
collapsing Eastern Front, so Panzergrenadier divisions were formed - these consisting of,
typically, two regiments of Panzergrenadiers plus a battalion (vice a full regiment) of
tanks. Although in theory the Panzergrenadiers were to be equipped with half-tracked
armored personnel carriers, in practice these vehicles were also in short supply. Most
Panzergrenadier units (typically five out of six battalions in a division) were equipped
with soft-skinned trucks instead. A few elite units like the Panzergrenadier Division Grossdeutschland
and the Panzer Lehr Division were favored with larger allotments - even full regiments -
of halftracks.
Panzergrenadier formations represented the
elite of both Heer and Waffen-SS units, being relatively well-trained and equipped. As the
situation deteriorated for the Axis on both Eastern and Western fronts, Panzergrenadier
battalions were often thrown into the most desperate situations, using their mobility and
firepower to counter Allied breakthroughs or mounting a mobile rear-guard defense to buy
time for an entire army to escape encirclement. In the course of the retreat, some units,
like Grossdeustchland, were decimated and reformed several times.
In Flames of War
The gepanzerte Panzergrenadierkompanie, or Armored Panzergrenadier
Company, is a popular choice among FoW players. Perhaps it's because of the history, or
perhaps it's the curb appeal of a dozen camouflaged halftracks arrayed in panzerkeil
(wedge) formation. Maybe it's the unique combination of special abilities, or the double
handfuls of dice needed to shoot all those machine guns. It might just be an excuse to say
those magic, sexy words - Ich bin ein Panzergrenadier.
Strengths
The greatest strengths of the Panzergrenadiers are mobility and firepower. When
mounted in their customary SdKfz 251/1 halftracks, Panzergrenadiers can move 12"
across clear terrain, or 24" at the double - the same speed as a tank. On roads they
can go even faster - 16" (32" at the double) like their wheeled counterparts. If
a scenario comes down to a race for the objective, the Panzergrenadiers are going to win.
Because they can move so fast and so far in a turn, mounted Panzergrenadiers can easily
outflank an opponent or exploit any gaps in his defenses. On the defense, a few mounted
Panzergrenadier platoons can cover multiple objectives and redeploy to support each other
as needed. Having a mobile reserve, ready to strike at any time, will force the opponent
to hold back reserves to guard his own objectives - unless he is careless.
An abundance of transport allows the
Panzergrenadiers to carry an impressive loadout of weapons and ammunition - typically two
MG34 or MG42 light machine guns per squad. In game terms, that means every team is an MG
team, with three dice each. Add to that the command MG team and a hull MG on each
halftrack, and you have a whopping 33 dice for the full (dismounted) platoon! Note that,
unlike American or Soviet armored transports, the SdKfz 251 is equipped with a regular
hull MG which can be fired even when no passengers are present. In addition, each
halftrack mounts a passenger-fired AA MG for self-defense. Although considerably weaker
than a dedicated AA weapon, the self-defense AA MG does have a 360-degree arc of fire and
is quite effective against enemy infantry.
Among the various German company types,
Panzergrenadiers have perhaps the widest selection of interesting support choices,
including most of the options of a Panzer company and several unique selections like the
armored (halftrack) flamethrower platoon. Panzergrenadiers can operate with Panzer
platoons, armored cars, self-propelled FlaK, armored or towed artillery, tank hunters or
towed antitank guns. As such, your Panzergrenadier force can be tailored to suit your
style of play and/or your favorite opponents.
Panzergrenadiers are flexible, in that they
can fight mounted or dismounted, depending on the circumstances. When an opportunity
arises to seize the objective quickly, or when heavy enemy fire makes movement hazardous,
the armored halftrack is a real advantage. When confronted by enemy armor, or vast hordes
of Soviet infantry, the Panzergrenadiers can dismount, dig in, and bring their full rate
of fire to bear.
Weaknesses
Above all else, Panzergrenadiers are expensive. A mid-war Armored Panzergrenadier
platoon with three squads costs nearly twice as many points as the equivalent platoon of
basic Grenadiers. The Soviets can buy up to ten T-70 or Stuart light tanks for that price.
You do not want to take them on with thinly armored halftracks.
Because they are so expensive, of necessity
your Panzergrenadiers will be few. It is not unusual to see only four platoons in a
1500-point Panzergrenadier army (compared to eight or ten in a Soviet or British horde.)
This means that Panzergrenadiers are especially sensitive to losses, both at the platoon
and company levels. Morale checks are not the only worry; the smaller number of platoons
means fewer independent maneuver units, which makes life difficult when there are multiple
objectives to defend. In scenarios with the Delayed Reserves or Strategic Withdrawal
special rules, you may have only two platoons on the table, which is simply untenable for
more than a turn or two.
Rules to Live (or Die) By
As a General der Panzergrenadiere you will, of course, be expected to
memorize the special rules for Germans and make the most of them. Of particular note are:
Kampfgruppe
This rule allows you to create an extra platoon, led by your 2iC, by attaching
teams from your regular combat and weapons platoons. The Kampfgruppe platoon acts as an
independent maneuver unit and adds a platoon to the count for company morale checks. What
is more, by attaching up to half the teams from each of your other platoons, you can build
the Kampfgruppe into an especially strong platoon - the ideal assault force. Keep in mind
that you must form the Kampgruppe before you begin deployment.
Mission Tactics
Auftragstaktik is the German doctrine that small-unit leaders can and should
comprehend the overall battle plan, and take independent action when the circumstances
call for it. In game terms, this means that when a platoon command team is destroyed, any
other team of the same type (infantry or tank team) that is within command distance may
assume command. Yes, this does mean that one of your MG teams may transform into a Command
SMG Panzerknacker team to replace the one you just lost! Apparently Panzerknackers are
very hard to kill.
Stormtroopers
All German units have the opportunity to make an extra 4" move during the
Assault Phase, in lieu of making an actual assault. Most of the same restrictions apply
(units cannot do it if they moved at the double, are pinned down, etc.) , plus the platoon
must pass a skill test (normally 3+ for Confident Veteran Germans) to proceed. The 4"
movement applies to teams of any type, even gun teams, and regardless of terrain -
although rough terrain still requires a bog check. Panzergrenadiers can use this move to
mount or dismount from their halftracks, but it is not possible to send empty halftracks
to the rear as a Stormtrooper move.
Mounted Assault
This rule was written just for us. Unlike any other nationality or company type,
Armored Panzergrenadiers are allowed to ride their transports right into the midst of the
enemy during an assault. Although transports do not normally fight in assaults, up to one
passenger team per halftrack may fight as a tank team in the first round of combat. Note
that the passenger does not become a tank team; it merely fights as one. If they survive
the first round, all passengers will dismount for the second round and fight as regular
infantry. Note also that mounted Panzergrenadier platoons can still be pinned down by
defensive fire, and thus prevented from assaulting, even though the transports are
armored. It is always a good idea to use those hull MGs and any available artillery to pin
the defenders before you launch that madcap charge.
Transports, Mounting and Dismounting
Read the rules on transports and passengers very carefully. Remember that
mounting occurs at the end of the movment phase, after the transport has moved;
dismounting always happens at the start of a movement phase, followed by the movement of
the transport. Normally it is not possible to drive somewhere and then dismount in the
same turn, unless you make a Stormtrooper move (see above.) Because Stormtrooper moves
take place in the Assault Phase, instead of an assault, it is not possible to drive up,
dismount, and then assault in the same turn. It is never possible to mount, drive some
distance, and then dismount in the same turn.
Transports and Morale Checks
Remember that your halftracks, as transport teams, will have a negative
effect on platoon morale checks if destroyed. You can try to keep them out of harm's way
by maneuvering them into cover, but that can be hard to arrange while still keeping them
within command distance. Another option is to send them to the rear during your movement
phase, but of course then they will be gone for good. Those hull MGs and armored
transports constitute a significant chunk of your combat power, so it is often an
agonizing decision to send them away. The best course of action will be determined by the
circumstances. Ask yourself: are the tracks in danger from antitank weapons or artillery?
Am I likely to remount this platoon and resume the offensive, or are they digging in for
the rest of the game? Usually the right answer will become apparent.
Worst-Case Scenarios
Panzergrenadiers are at their best when they can use their mobility to advantage,
as in Free for All. Panzergrenadiers are most vulnerable when their already meager numbers
are cut in half by rules like Reserves, Delayed Reserves, or the dreaded Scattered
Reserves in scenarios like Encounter or The Cauldron. As a Mechanized force,
Panzergrenadiers will usually be the attackers, unless facing a pure tank company.
The Cauldron is probably the worst-case
scenario for Panzergrenadiers. Whether attacking or defending, at least half of your
platoons will be held in Reserve, and the remaining platoons will either be bunched up in
the center of the table or scattered to the far corners. Neither position is especially
advantageous for an outnumbered force.
It helps to prepare in advance a battle plan
for attack and defense in each of the standard scenarios. That way, you'll have some idea
of what to do when the worst case scenario happens. Moreover, as you are making the plans
you will better realize the strengths and weaknesses of your force, and perhaps think of
some adjustments to make it more viable even in the worst case.
Helpless Victims
Panzergrenadiers are very effective against basic infantry. With their superior
firepower and ability to drive circles around slow-moving foot-sloggers, Panzergrenadiers
can seize the initiative and control the battle. When faced with overwhelming numbers the
Panzergrenadiers can dismount, dig in, and mow down the advancing Bolshevik mob with their
machine guns. Crazed, horse-whipping Cossacks will fare no better against the discipline
and technological superiority of the Wehrmacht.
When mounted in their armored halftracks, the
Panzergrenadiers have little to fear from small arms fire or even mortars and light
artillery.
Dire Enemies
Panzergrenadiers rely on close cooperation from their accompanying
armor to protect them from enemy tanks. As such, they carry relatively few anti-tank
weapons of their own. In Mid-War games, there is an option to upgrade each platoon and
company command team to Panzerknackers. While somewhat dangerous to tanks in a close
assault, the Panzerknackers are otherwise harmless. One Panzerknacker team is not usually
enough to ward off a platoon of assaulting tanks. The Company HQ has an optional tank
hunter section with antitank rifles. While these are relatively useless, the available
PzB41 and Puppchen upgrades are more effective.
In the Late War period, the Panzerknackers
are replaced by Panzerfaust teams. These are considerably more effective than
Panzerknackers, but still too few in number. There is also one Panzerschreck team attached
to the company HQ. Panzer Lehr platoons (in Villers Bocage) get a Panzerschreck-equipped
tank hunter team per platoon. While these are great for close-in combat, the basic
Panzergrenadier units still lack an effective antitank weapon with any kind of range. To
deal effectively with tanks, a significant fraction of your weapons and support points
should be spent on good antitank weapons.
The Sincerest Form of Flattery
While no other nation fields a force equal to the Panzergrenadiers,
some of our enemies have tried. The Soviets have a Rota Razvedky company, comprised of one
or two Armoured Transporter platoons and various support options. The Razvedky platoon,
while larger in manpower with four squads, can muster only 21 dice when dismounted from
their wheeled transports. In the Late War period, the British have their Motor Company,
with only four teams per platoon riding in completely unarmed halftracks. Completely
unarmed! The Americans have the Armored Infantry Company in both Mid-War and Late-War
periods, and this is the closest Allied approximation to the Panzergrenadier ideal.
American Armored Rifle platoons contain only two squads, but they are lavishly equipped
with many bazookas, mortars, and formidable .50 caliber AA MGs atop their halftracks.
Forming a Kampfgruppe
The basic organization of a Panzergrenadier company includes a
Company HQ and 2-3 Panzergrenadier platoons. At the 1500-point level, two full platoons
plus HQ upgrades will leave about 700 points for weapons and support choices - which you
will surely need. Consider the units your opponent may be fielding, and choose the options
that complement your strengths and counter his.
The standard weapons platoon of the
Panzergrenadier company is the Heavy Platoon. Fully equipped, it is a smorgasbord of HMGs,
mortars, and light infantry guns in small servings. Each of the components is optional,
depending on how you wish to spend your points. As part of a weapons platoon, the
individual teams may be parceled out to the combat platoons as desired. Note that the
SdKfz 251/1 halftracks of the HMG sections are rated as HMG Carriers, which means that one
mounted HMG team may fire at ROF 6 and range 24" in lieu of the regular hull MG when
the vehicle is stationary. If the vehicle moves, or the HMG team is not aboard, the crew
can still fire the hull MG at the normal ROF 3, range 16".
Some form of antitank weapon with decent
range is mandatory; preferably something with the mobility to escort your halftracks
and/or shift positions as needed. Marders and StuGs are popular choices, but consider also
the true Panzers. Panzer IVs can be had for about the same cost as StuGs, and even a few
Panthers or Tigers are not out of the question, if you expect to be facing heavy armor.
Towed antitank guns are relatively cheap, but lack the mobility to keep up with your
maneuver units. They will usually be relegated to static defense of an objective, and
carefully avoided by your enemies - which still has tactical value in that it takes away
some their options.
Consider also some form of indirect fire.
SdKfz 251/2 mortar halftracks are very cost-effective, with the ability to lay down
smokescreens, kill antitank guns, and pin down defending infantry platoons as needed.
Although the Heavy Platoon may optionally include a section of two mortars, the full
Armored Mortar Platoon with four tubes is much more effective, as it does not require hits
to be re-rolled. The Armored Artillery Battery is quite powerful, especially when equipped
with Hummels. With AT13 and FP 1+, Hummels are a credible direct-fire threat to armor at
ranges up to 24", though they lack the protection to survive a prolonged shootout.
With the Bunker Buster trait, Hummels are also deadly to troops hiding in buildings.
Remember also that Hummels and mortar halftracks, like all armored vehicles, have the
excellent ability to continue firing bombardments while pinned.
If enemy air support is anticipated, the
armored version of the SdKfz 7/1 (quad 20mm) is especially effective. Take note of which
types of self-propelled FlaK are available as weapons platoons (as opposed to support) for
your force. Vehicles from the weapons platoon can be split up and attached to your combat
platoons as escorts.
Mid-War
In the Mid-War period, heavy tanks like Panthers and Tigers are exorbitantly
expensive. Try Marder IIIs or Panzer IVF2s as relatively affordable alternatives. Consider
how you would handle an opponent with as many as a dozen Shermans, T-34s, or even more
light tanks. Ostfront contains the classic mid-war Armored Panzergrenadier TO&E with
its many options. Panzergrenadiers on the Afrika front were usually mounted in trucks, but
a few armored units did exist. In general the choices in Afrika are fewer.
Late Wa
For the Late War period, Festung Europa provides the basic Armored
Panzergrenadier TO&E with many of the same options as Ostfront. Some point values have
been revised; in particular, decent tanks become more affordable. As mentioned above, the
Panzergrenadiers gain some integral short-ranged anti-tank capability with Panzerfausts
and Panzerschrecks. The Villers Bocage book introduces the Panzer Lehr division, which is
well-equipped with extra Panzerschrecks. Support choices are somewhat limited, as the book
restricts them to what was historically available to Lehr in Normandy during June-July
1944. With Monty's Meatgrinder, we now have the opportunity to field a full
Panzergrenadier company in ugly, unreliable French halftracks. The opportunity to field a
16-tube Reihenwerfer mortar track makes it almost worthwhile. Almost.
Panzergrenadier Tactics
At the start of any game, once you've determined the scenario and
assessed your opponent's army and its capabilities, you should be prepared to choose one
of two options: attack aggressively, or hunker down and defend. This initial posture will
drive your decisions about which units to hold in reserve or ambush, which units to place
on the table, and where to deploy them. Against slow-moving infantry (or in any scenario
that requires you to attack to win, such as Hold the Line), it is best to start off with
troops mounted and ready to roll. An opponent with lots of heavy artillery (think Soviet
or British) may also force you to keep moving to stay alive. Against an armor-heavy force,
your Panzergrenadiers may fare better if they dig in and go to ground, sending the
halftracks to the rear immediately. Remember that platoons which start out mounted will
take one full turn to dismount, and another turn to dig in (assuming they pass the 3+
skill test.) During those two turns they are quite vulnerable to direct fire and
artillery. If they become pinned, they may never get the chance to dig in.
On the attack, focus on the mobility of your
combat platoons. Use the terrain to your advantage, taking care to end each movement phase
outside the line-of-sight of enemy antitank weapons and artillery observers. Don't be
afraid to move at the double, provided that every halftrack will end up in a safe spot.
Remember that enemy tanks will have the opportunity to move up to 12" before they
fire, and never park your halftracks within assault range (10") of enemy infantry. If
cover is scant on the battlefield, consider using smokescreens (delivered by your mortars)
to blind the enemy gunners, or just pummel them with Hummels to pin them or kill them
outright. Your ultimate goal should be to carry out an overwhelming assault on the
platoons defending one of your objectives, but first your platoons must reach the
objective intact.
Consider carefully the finer points of the
assault. By using the Mounted Assault rule, Panzergrenadiers may start the turn as far as
16" away - just at the edge of small-arms range - and still assault. Moreover, the
halftracks can and should fire their hull MGs at the full rate during the shooting phase,
hopefully scoring enough hits to pin the defenders (but don't count on it.) The
halftracks' light armor is proof against rifle and machine gun fire, but remember that any
five hits will pin your platoon and spoil the assault whether they penetrate or not. Once
you are upon the enemy, only one passenger team per halftrack can fight in the first round
of combat. Thus, even a full platoon of three squads plus command team will have only four
teams fighting in the first round. The enemy will have the chance to fight back; note that
although your mounted Panzegrenadiers can fight as tank teams, they do not count as tank
teams for the purposes of the "tank terror" motivation test to counterattack!
There are several things you can do to
improve your odds in an assault:
- Use artillery and fire from supporting units
to pin down the defenders.
- Bring multiple platoons. Their assaults will
be resolved individually, but their cumulative effects are more likely to break the
defenders' morale.
- Use Aufklarungs or Panzerpioniers. Unlike the
standard combat platoons, Aufklarungs and Panzerpionier platoons (available as support
choices) come with two halftracks per squad - meaning that all seven teams get to fight as
tank teams in the first round!
- Attach the independent command teams. The 2iC
can bolster the strength of the platoon by absorbing a hit, and still be replaced by the
regular Platoon Command team if he is killed. The CiC can do the same and add the
opportunity to re-roll motivation tests, but remember that charging into enemy machine gun
nests is a high-risk activity. The CiC may be killed or simply forced to flee if the
platoon fails a morale check, which eliminates your ability to pass company morale checks
in either case.
Note that Mounted Assault by independent
command teams is a controversial topic. Although the rules and briefing books don't
explicitly sanction this usage, many FoW gamers allow it as a house rule. (See More
Lessons from the Front Again for Phil's official take on the subject.) Always check
with your opponent before you try it, especially in a tournament setting. (editor's
note: the newer army lists like Villers-Bocage specifically states that
then can.)
Conclusion
While beginners may be drawn to the Panzergrenadiere by their formidable
capabilities and elite reputation, experienced players will enjoy the opportunities to
best brute force and superior numbers with tactical ingenuity and sound judgment. With so
many dissimilar opponents to face, and such a rich variety of support units available,
your Panzergrenadier army will grow and evolve, providing years of gaming enjoyment as you
learn valuable lessons in combined arms tactics. Although you may lose many battles in the
beginning, by the end of the campaign you will be a superior tactician. That, and you'll
have a battalion of nifty little halftracks. |