Panzer Grenadier Battles on February 24th:
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Forgotten Success III: Contrary to Expectations
Kursk - Burning Tigers #32
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 11th Panzer Division
Soviet Union 27th Antitank Brigade
Soviet Union 67th Guards Rifle Division
Soviet Union 79th Guards Mortar Regiment

Overall balance chart for KRBT032
Side 1 0
Draw 0
Side 2 1
Overall Rating, 1 vote
Scenario Rank: --- of 609
Parent Game Kursk - Burning Tigers
Historicity Historical
Date 1943-07-05
Start Time 08:00
Turn Count 22
Visibility Day
Counters 149
Net Morale 0
Net Initiative 2
Maps 2: 42, 43
Layout Dimensions 86 x 28 cm
34 x 11 in
Play Bounty 171
AAR Bounty 163
Total Plays 1
Total AARs 1
Battle Types
Delaying Action
Enter & Exit
Hill Control
Urban Assault
Off-board Artillery
Randomly-drawn Aircraft
Severe Weather
Terrain Mods
Scenario Requirements & Playability
Kursk - Burning Tigers maps + counters

The main thrust of XXXXVIII Panzer Corps aimed at Cherkasskoye, led by the Grossdeutschland Panzer Grenadier Division. The corps assigned the llth Panzer Division to advance northward along their right flank providing support. At best the 11th Panzer would draw enemy reinforcements away from Cherkasskoye, and at worst protect the Grossdeutschland's flank.


According to a Grossdeutschland artillery lieutenant: "11th Panzer Division has made better progress than we. Quite contrary to expectations!" That snide comment was either ignorant or unfair, or possibly both; 11th Panzer had proven itself to be a fine fighting formation during the failed attempt to relieve Stalingrad in the previous winter. At Kursk the division showed this to be no fluke. After breaking though the first defensive belt the 11th Panzer Division wheeled around to take Cherkasskoye from the east.

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
  • 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).
  • 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
  • Motorized
Soviet Union Order of Battle
Army (RKKA)
  • Motorized

Display Errata (3)

3 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 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 (1)

Those Cursed Guards
Author Retiredgrunt17
Method Solo
Victor Soviet Union
Play Date 2017-10-11
Language English
Scenario KRBT032

This was a cramped, grind it out battle that had little room for maneuver. The Germans had more armor, but the Soviets had plenty of ATGs and infantry. It didn't start out well for the Germans as they ran in to entrenched positions from the very beginning. All of the ATG positions were self supporting and densely supported by infantry. As per the historical Kursk battle, the Germans didn't have enough superiority in numbers of infantry to push ahead and make a hole for the armor. The Germans were superior in armor (the Soviets had none), but the majority were Pzr IIIs and were hit hard by Soviet ATG fire. The Germans were able to make some headway on a couple of occasions, but Fog of War cut those efforts short and the game ended in a minor victory. Even without the Fog of War intervening, the Germans would have lost. One more infantry company and some more artillery would make a difference, but might still require more turns. This will be one to plan more carefully and try again.

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