Panzer Grenadier Battles on April 27th:
Arctic Front Deluxe #40 - Children's Crusade Broken Axis #14 - Târgu Frumos: The Second Battle Scenario 3: Sledge Hammer of the Proletariat
Army Group South Ukraine #6 - Consternation Road to Berlin #73 - She-Wolves of the SS
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Kursk: Opening Moves
Heroes of the Soviet Union #20
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 3rd Panzer Division
Soviet Union 71st Guards Rifle Division
Display
Balance:



Overall balance chart for HoSU020
Total
Side 1 2
Draw 1
Side 2 1
Overall Rating, 4 votes
5
4
3
2
1
3.75
Scenario Rank: --- of 913
Parent Game Heroes of the Soviet Union
Historicity Historical
Date 1943-07-04
Start Time 15:30
Turn Count 18
Visibility Day
Counters 109
Net Morale 0
Net Initiative 2
Maps 2: 2, 8
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 159
AAR Bounty 171
Total Plays 4
Total AARs 1
Battle Types
Hill Control
Inflict Enemy Casualties
Rural Assault
Conditions
Minefields
Off-board Artillery
Scenario Requirements & Playability
Eastern Front Maps + Counters
Heroes of the Soviet Union Base Game
Introduction

FOURTH PANZER ARMY: The German offensive to reduce the Kursk salient, code-named Operation CITADEL, began with an attack along the southern flank of the bulge in the front line. The attack was designed to capture a number of small hills just inside the Soviet lines.

Conclusion

Third Panzer Division advanced steadily, but at great cost. The 22nd Guards Rifle Corps paid a heavy price to slow the panzers, but the ratio of losses ultimately worked in the Soviets favor.

Additional Notes

Red Warriors counters may be substituted for those of Heroes of the Soviet Union.

The German StuG IIIg originally had an AT value of 5-8 in the game system, later the AT value was changed to 6-8. The 5-8 AT value would better describe the StuG IIIf, a vehicle which never officially entered the PG universe. By the time of this scenario, the StuG IIIf had been out of production for quite some time and field units had been updated to the Stug IIIg standard. From a historical perspective, players should use the 6-8 AT values.

Soviet Guards transport counters may be downloaded from Avalanche Press. Otherwise, use RKKA trucks and wagons in place of the Guards counters as needed.


Display Relevant AFV Rules

AFV Rules Pertaining to this Scenario's Order of Battle
  • Vulnerable to results on the Assault Combat Chart (7.25, 7.63, ACC), and may be attacked by Anti-Tank fire (11.2, DFT). Anti-Tank fire only affects the individual unit fired upon (7.62, 11.0).
  • AFV's are activated by tank leaders (3.2, 3.3, 5.42, 6.8). They may also be activated as part of an initial activating stack, but if activated in this way would need a tank leader in order to carry out combat movement.
  • AFV's do not block Direct Fire (10.1).
  • Full-strength AFV's with "armor efficiency" may make two anti-tank (AT) fire attacks per turn (either in their action segment or during opportunity fire) if they have AT fire values of 0 or more (11.2).
  • Each unit with an AT fire value of 2 or more may fire at targets at a distance of between 100% and 150% of its printed AT range. It does so at half its AT fire value. (11.3)
  • Efficient and non-efficient AFV's may conduct two opportunity fires per turn if using direct fire (7.44, 7.64). Units with both Direct and AT Fire values may use either type of fire in the same turn as their opportunity fire, but not both (7.22, 13.0). Units which can take opportunity fire twice per turn do not have to target the same unit both times (13.0).
  • Demoralized AFV's are not required to flee from units that do not have AT fire values (14.3).
  • Place a Wreck marker when an AFV is eliminated in a bridge or town hex (16.3).
  • AFV's do not benefit from Entrenchments (16.42).
  • AFV's may Dig In (16.2).
  • Open-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables, but DO take step losses from X and #X results (7.25, 7.41, 7.61, BT, DFT). If a "2X" or "3X" result is rolled, at least one of the step losses must be taken by an open-top AFV if present.
  • Closed-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables. Do not take step losses from Direct or Bombardment Fire. If X or #X result on Fire Table, make M morale check instead (7.25, 7.41, 7.61, BT, DFT).
  • Closed-top AFV's: Provide the +1 modifier on the Assault Table when combined with infantry. (Modifier only applies to Germans in all scenarios; Soviet Guards in scenarios taking place after 1942; Polish, US and Commonwealth in scenarios taking place after 1943.) (ACC)
  • Tank: all are closed-top and provide the +1 Assault bonus, when applicable
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable
  • APC – Armored Personnel Carrier: These are Combat Units, but stack like Transports. They can transport personnel units or towed units. They are not counted as combat units for the +1 stacking modifier on the Direct Fire and Bombardment Tables (4.4). They may be activated by regular leaders and tank leaders (1.2, 3.34, 4.3, 5.43). They do not provide the +1 Assault bonus (ACC).

Display Order of Battle

Germany Order of Battle
Heer
  • Motorized
Luftwaffe
  • Towed
Soviet Union Order of Battle
Guards

Display Errata (5)

5 Errata Items
Overall balance chart for 20

The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 486

The Pz IVe appearing in the original Panzer Grenadier game had an Anti tank value of 4-7. As of Afrika Korps (2002), continuing onward through the 3rd and 4th edition games, the anti tank value has been 4-4.

(plloyd1010 on 2016 Jul 25)
Overall balance chart for 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(Shad on 2010 Dec 15)
Overall balance chart for 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)
Overall balance chart for 896

These units should have a Direct Fire rating of 2-3, just like the RKKA and NKVD counterparts.

(danradz on 2011 May 04)

Display AARs (1)

Good start for the Germans
Author campsawyer
Method Solo
Victor Germany
Play Date 2006-04-22
Language English
Scenario HoSU020

This is a simple scenario to open the Kursk campaign. The scenario is simple enough to be balanced, simple victory conditions hold or capture the hills on the boards. The Soviets defend the hills with a mix of infantry, AT guns and 76.2 guns, dug in, entrenched and mined. The Germans have a good mix of infantry, tanks and artillery to try to force the hills.

As for setup the Soviets are on the board and the Germans advance onboard the first turn. Predictively, the Soviets setup the entrenchments on the hills and load them with 76.2 and AT guns. The Soviet infantry sets up in the major town on board 2 and some dug in outposts on board 8. Mines are placed around the hills to try to channel the German attack.

The Germans move onboard on turn one, infantry and tanks lead the way. The AT's and the mortars hang back on the board edge to try to stay out of range, but soon attract OBA fire from the Soviet artillery. A company of infantry soon get in position to attack the first hill on board 2. Hitting it with OBA and DF the Germans soon disrupt and demoralize the defenders. Moving around the minefields the Germans are able to get in to assault the first entrenchment. Soon overwhelmed by the Germans, the Soviets flee back to the town. Soviet OBA soon start to take a toll on the German mortars and 2 steps are lost.

On board 8 the Germans hit two Soviet outposts to clear a path to the hill. The Soviet infantry is overwhelmed by German engineers and infantry, while the panzers move beyond the dugin positions to prevent a counter attack by other outposts. Long range Soviet fire tries to go after the panzers but misses. The Germans move infantry reinforcements through the gap to push forward on the hill on board 8. Soviet OBA shifts to try to slow the German attack, disrupting a couple of German unit.

On board 2 the Germans bypass the town, but take some heavy OP fire from the Soviet units in the town. The Germans must shift OBA fire on the town to try to suppress the Soviet fire. The Germans are successful as getting a company around the town and several tanks from board 8 move to help attack the hill on board 2. With both attacks going after the northern hills on board 8 and 2, this gives the Soviets a handful of problems to deal with. Several turns initiative rolls give the Germans 2 and 3 activations before the Soviets can react. This gives the Germans the ability to navigate the minefields and position for the assaults. Soviet OP fire is weak and lets the Germans get close without many casualties. Several turns of assault clears both northern hills for a German victory.

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