Panzer Grenadier Battles on October 20th:
Arctic Front Deluxe #39 - Rear Guard Defense Go for Broke #21 - Justifiable Fury
Conquest of Ethiopia #37 - Focus on Ras Destà Red & White #4 - Forcing the Nogat
Go for Broke 2 #3 - High Ground by Daylight Red & White #25 - Szczecin Front Line
Go for Broke 2 #21 - Justifiable Fury Counter Attack #64 - Rakkasans
Go for Broke #3 - High Ground by Daylight
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Forgotten Success VI: Ferocious Fight
Kursk - Burning Tigers #36
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany Grossdeutschland Division
Soviet Union 28th Antitank Brigade
Soviet Union 3rd Mechanized Corps
Soviet Union 90th Guards Rifle Division
Display
Balance:



Overall balance chart for KRBT036
Total
Side 1 2
Draw 0
Side 2 0
Overall Rating, 2 votes
5
4
3
2
1
4.5
Scenario Rank: --- of 579
Parent Game Kursk - Burning Tigers
Historicity Historical
Date 1943-07-06
Start Time 13:00
Turn Count 24
Visibility Day
Counters 224
Net Morale 0
Net Initiative 2
Maps 3: 40, 41, 43
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 191
AAR Bounty 163
Total Plays 2
Total AARs 1
Battle Types
Delaying Action
Enter & Exit
Kill Them All
Urban Assault
Conditions
Entrenchments
Minefields
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Smoke
Scenario Requirements & Playability
Kursk - Burning Tigers maps + counters
Introduction

At first light Grossdeutschland moved forward to wrestle Alekseevka and Lukhanino from the Soviet defenders. Thanks to the poor performance of 10th Panzer Brigade on the previous day, they were placed directly under the command of Grossdeutschland despite the brigade commander's protest. Grossdeutschland's reconnaissance and assault gun battalions sat in reserve waiting to exploit any opportunities.

Conclusion

According to one participant in the "ferocious" fighting, the Soviets held firm, rebuffing eight German assaults on Alekseevka and Lukhanino. As a result of this resistance, the panzer regiment slid east towards Dubrova where they mounted another unsuccessful attack. The only German triumph of the day came when the recon battalion infiltrated the Soviet lines and created a small bridgehead over the Pena River. The stubborn Soviets probably would have prevented even this small victory had the 3rd Mechanized Corps' two tank brigades been present rather than detached elsewhere for the day. Unlike the easy German successes of years past, today a single Red Army mechanized corps met the mechanized might of the Wehrmacht and prevailed. The Soviet leaders believed they were on the right track with their new tanks and mechanized organizations. History would prove them right.


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
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
  • Self-Propelled Artillery: do not provide the +1 Assault bonus, even if closed-top (SB)
  • Anti-Aircraft Weapon Carrier: apply a -1 modifier to an air attack if within three hexes of the targeted hex (15.14).
  • 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)
  • 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
Soviet Union Order of Battle
Army (RKKA)
  • Motorized
Guards
  • Motorized
  • Towed

Display Errata (7)

7 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 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)
Overall balance chart for 484

Liberation 1944's Tiger movement and armor ratings are backwards. They should be Armor 7 and Movement 5.

(petermc on 2014 Feb 14)
Overall balance chart for 951

The reduced direct fire value in Kursk: Burning Tigers is 4-4.

(plloyd1010 on 2015 Jul 31)

Display AARs (1)

Right Around the Corner
Author Retiredgrunt17
Method Solo
Victor Germany
Play Date 2017-10-12
Language English
Scenario KRBT036

Turn 1-6. Rather than try to hammer through the Soviet defenses, the Germans took to their left and punched a considerable hole through the Soviet right. The positions were on the ridge dominating the map, but the forward Soviet positions were thinly held and vulnerable to a concentrated attack.

Turn 7-10. The Soviets tried to counterattack the Germans from map 43, but it was minimally effective and the German armor efficiency was very effective. The Panthers didn't have it, but the other German armor more than made up for it. The Germans continue to push north along the Soviet right, which is in a shambles trying to compensate for the German penetration.

Turn 11-16. The Germans and Soviets fight for control of the town hex on map 43. The Germans should have ignored it and pushed on, but went ahead, taking losses on a not so important objective. Up to this point Soviet armor has suffered heavy losses and is not effective.

Turn 17-21. The Germans take the town on map 43. The Germans are exiting units off the map. A Soviet counterattack against the German right is ineffective.

Turn 22-24. The German exit over 50 steps, combined with Soviet losses is a major German victory.

The panthers performed exceedingly well, losing no steps to breakdowns.

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