Panzer Grenadier Battles on February 24th:
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Graveyard of Armor IX: Unflappable
Kursk - Burning Tigers #18
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 2nd "Vienna" Panzer Division
Soviet Union 16th Tank Corps
Soviet Union 3rd Antitank Brigade
Soviet Union 70th Guards Rifle Division

Overall balance chart for KRBT018
Side 1 0
Draw 0
Side 2 2
Overall Rating, 1 vote
Scenario Rank: --- of 609
Parent Game Kursk - Burning Tigers
Historicity Historical
Date 1943-07-08
Start Time 11:00
Turn Count 14
Visibility Day
Counters 151
Net Morale 0
Net Initiative 1
Maps 2: 41, 42
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 169
AAR Bounty 156
Total Plays 2
Total AARs 2
Battle Types
Delaying Action
Hill Control
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Kursk - Burning Tigers maps + counters

General Model frittered away the combat power of his panzer spearhead trying to fulfill his operational orders and the breakthrough they demanded. That goal lay within sight but the 17th Guards Rifle Corps on the ridges north of Ol'khovatka stood in the way. With the three operational Tigers of 505th Heavy Panzer Detachment busy elsewhere, the 2nd Panzer Division would be on its own today.


A report from the commander of the Soviet 3rd Destroyer Brigade reported 70% casualties in the 1st Battalion of antitank rifles, and the 1st and 7th Batteries destroyed. On the flip side, his men claimed 40 enemy tanks destroyed. They anticipated one more battle where they would either stand or perish. Behind their unflappable leaders the Red Army stood their ground though attacked repeatedly throughout the day. At 1700, though forced from the hill, they dug their heels in on the south slope denying their enemy his coveted operational freedom.

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)
  • 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).
  • Prime Movers: Transports which only transport towed units and/or leaders (May not carry personnel units). May or may not be armored (armored models are open-top). All are mechanized. (SB)

Display Order of Battle

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

Display Errata (4)

4 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 41

All SS PzIVH tanks should have a movement of 8.

(Shad on 2010 Dec 15)
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)

Display AARs (2)

Unflappable, not indestructible
Author Retiredgrunt17
Method Solo
Victor Soviet Union
Play Date 2017-10-01
Language English
Scenario KRBT018

Turn 1-4. Germans concentrate fire on the town and the right side of the ridge. The Soviets suffer demoralization and disruption. The Germans begin movement to assault the right side of the ridge.

Turn 5-6. The Germans take the town and knock out both Soviet 76.2s on the right. The Soviet Guards hold the extreme right and the 40 meter hills to the German front, pouring fire on the forward German elements. Soviet armor moves forward on each flank.

Turn 7-9. The Germans push forward hard on both flanks, with heavy Soviet resistance.

Turn 10-18. Losses are heavy on both sides as a scrum entails on the right. The Soviets lose the left flank and cannot stop German units from exiting.

Turn 19-24. The Germans push through on the right, clearing a corridor all the way through to exit. In the end, the Soviets still hold 20 and 40 meter hills. The Germans hold the town and exited units off, but the Soviets still hold enough hills to take the victory.

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Still, Unflappable
Author Retiredgrunt17
Method Solo
Victor Soviet Union
Play Date 2018-02-15
Language English
Scenario KRBT018

My second try. The Soviets set up their AT guns to cover the flanks primarily, with the tanks and infantry buttressing the center around the 85mm battery. The German OBA got in a good shot, destroying the 85, and the Soviet right crumbled under heavy attack. The Soviets pulled infantry from the left and shored up a badly battered center and right flank. Combined arms assaults and heavy German bombardments continued to beat down the Soviet right and center. However, with only 14 turns, the Germans did not have enough time. The Soviets were ravaged, with few units left. They were enough, though. The Germans achieved only one objective, exiting over 15 steps. The Soviets still held a few precious 20 and 40 mtr hill hexes. Soviet win

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