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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Strongpoint Bol’shoe Maiachki
South Flank #8
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 1st SS "Leibstandarte Adolf Hitler" Division
Soviet Union 100th Tank Brigade
Soviet Union 14th Antitank Brigade
Soviet Union 1st Guards Tank Brigade
Display
Balance:



Overall balance chart for KurS008
Total
Side 1 3
Draw 1
Side 2 0
Overall Rating, 5 votes
5
4
3
2
1
3.4
Scenario Rank: 486 of 913
Parent Game South Flank
Historicity Historical
Date 1943-07-06
Start Time 15:00
Turn Count 18
Visibility Day
Counters 123
Net Morale 0
Net Initiative 3
Maps 2: 38, 39
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 154
AAR Bounty 153
Total Plays 4
Total AARs 4
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Entrenchments
Minefields
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Scenario Requirements & Playability
South Flank Base Game
Introduction

After losing Yakovlevo, the majority of retreating Guardsmen sought shelter in the fortified village of Bol’shoe Maiachki. SS Lifeguard Division had to continue their advance at all costs, so only light elements were left behind to deal with them. Those units harried the Guardsmen all the way to their new sanctuary, allowing them precious little time to setup an adequate defense.

Conclusion

The SS Lifeguard Division pressed home its attack and managed to enter but not clear the village before a newly arriving enemy armored brigade forced them back out. Even so that night the scattered remnants of 52nd Guards Rifle Division had to be withdrawn for rest and refitting. Before that could be completed, they would be forced back into battle. Two days of brutal fighting had seen Lifeguard Division’s Tiger company claiming to have destroyed 50 T-34’s, a KV-1 and a KV-II along with 43 antitank guns. Total company strength that night was reported as 13 Tiger tanks.


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
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
  • Unarmored Weapon Carriers: These are unarmored halftracks (Bufla and Sk7/2) or fully-tracked vehicles (Karl siege mortar) with mounted weapons. All are mechanized, except the BM-13 (Katyusha rocket launcher mounted on a truck). They are weapon units, not AFV's, so they are never efficient and cannot be activated by tank leaders. (SB)

Display Order of Battle

Germany Order of Battle
Schutzstaffel
  • Mechanized
Soviet Union Order of Battle
Army (RKKA)
  • Towed
Guards
  • Motorized
  • Towed

Display Errata (2)

2 Errata Items
Overall balance chart for 424

The reduced direct fire value of the SS HMG is 5-5 in Beyond Normandy and Road to Berlin.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 912

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (4)

Drive Pass the Objective, then Engulf It.
Author davidthedad (Germany)
Method Dual Table Setup + Voice Chat
Victor Germany
Participants gulatum (AAR)
Play Date 2013-10-13
Language English
Scenario KurS008

In this scenario there are two possible ways for the Germans to attack, an immediate massive direct attack at the town engulfing three sides hopefully taking the town before reinforcements arrive or quickly capture the hills on both sides of the town, then drive past the town to capture the two closest fields and the smaller town. Once the road leading into the town was denied to the Soviets, the Germans can approach the town on all four sides. Although the Soviets did manage to meet the requirements for a marginal victory by destroying 15+ steps before the town fell. There was no way for them get near the town to stop the Germans from attaining a Major Victory. The 7 T34s, 3 T70s and 7 SMGs arrived too late, with the road closed to them with German troops established in their way. It also helped that the Soviets also anticipated a massive frontal attack.

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Caesar would recognize it
Author Matt W
Method Solo
Victor Germany
Play Date 2013-08-03
Language English
Scenario KurS008

A Soviet battalion is holding a town and expects some reinforcements. The Germans have an overwhelming force but, if they advance directly will have little cover and will have to deal with immediate opportunity fire. The Soviets set up heavily in the town and arrange their substantial AT support (5 76.2s) surrounding the town to enable crossfire.

The Germans choose to approach the town via the flanks sending strong forces to both hills surrounding the town. This permits their armor (StGs and Marders) to enter without the crossfire possibilities. The AT guns sites on the hills are disposed of over a few turns and the Soviets wait for their reinforcements.

With firm bases in place on the hills the Germans advance into the wooded area close to the town and the fields to the northwest to continue to clear out the AT guns. This is important since the hills form a platform for the German StGs and Marders to destroy the expected attacking Soviet armor.

The Germans are lucky in that it takes five turns for the Soviet reinforcements to come on board. In the meantime the German infantry has surrounded the town to the north and put in place a full picket line which the Soviets will have to disperse in order to get into the town to support the defense. at the same time, two assault groups have entered the town, one to the west and one to the east and are slowly grinding the Soviets between them.

The reinforcements move quickly and drop their riding SMGs and then move to be in position to assault. The Germans, calculating their position note that the morale of the reinforcing group is below that of the SS troops and that a single SCH platoon with a leader will attack on the 13 column (6 DF plus two shifts, 1 for leader plus one for morale) and use a portion of the picket line to attack the reinforcing armor causing some losses but more importantly disruptions and demoralizations. The StGs and Marders then have a field day picking off tanks that cannot fire back. The assaults in town continue and the reinforceing Soviet SMGs are scattered by artillery and mortar fire.

The Soviets easily meet their minor victory conditions but on the next to last turn lose their final position in the town giving the Germans a major victory. It was all about the "tactical donut" the Germans set up around the town. Much like at Alesia they had to destroy the besieged force while dispersing the reinforcements. Had the Soviets gotten their reinforcements one or two turns earlier it is hard to see how the Germans could have won.

I give this one a "3" because so much rides on the Soviet reinforcement rolls. The initial Soviet force is simply incapable of withstanding the German force arrayed against it and the reinforcements are of lower quality meaning that they have to be integrated into the defense of the town to avoid being impacted by the lower morale. If, as in this case, the Germans are able to keep the two forces separate the Soviets will almost certainly lose.

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Set-up Blues: Part I
Author gulatum (Soviet Union)
Method Dual Table Setup + Voice Chat
Victor Germany
Participants davidthedad (AAR)
Play Date 2013-10-13
Language English
Scenario KurS008

Judging from my opponent's previous tactics, I expected a head-on rush against the town, and disposed my troops to defend against that. Instead I got flanked and crushed. The arrival of reinforcements didn't even matter. The Russians conceded before those guys could get chewed up.

I've been too protective of those 76.2 mm guns, and putting them way back to the rear where they could bombard, but not be useful in an AT role, was just stupid.

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Kursk, South Flank: scenario #8: Strongpoint Bol’shoe Maiachki
Author JayTownsend
Method Solo
Victor Germany
Play Date 2022-03-04
Language English
Scenario KurS008

Kursk, South Flank: scenario #8: Strongpoint Bol’shoe Maiachki

Needing a Kursk fix, I pulled out Kursk South Flank and picked this scenario. A bloody fight for the town on the south side on the map right where the Germans enter in bulk. Once the Germans get through the Minefields and Soviet 76.2mm and 57mm gun entrenchments they attack the smaller Soviet forces in town. It helps that the Germans have a nice dose of off board artillery and have air-support most of the time and a ton of Infantry backed by assault guns.

The Germans take control of the town hexes and the Soviet reinforcements don’t arrive until turn 13, not enough time to do much but have an armor battle shootout, which got them some points but weren’t was able to do much more but lose steps themselves.

In the end the Germans get a Major Victory controlling all the major town hexes and the Soviets get a Minor Victory for eliminating 15 German steps, in fact, right at 15 steps, even though they lost many more themselves. So I guess the two victory levels together give the Germans a Minor Victory. I think if the Soviet reinforcements can arrive earlier this scenario might be a real slugfest and maybe they might have a better chance.

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