Kursk - South Flank #39
|(Attacker) Germany||vs||Soviet Union (Defender)|
|Germany||1st SS "Leibstandarte Adolf Hitler" Division|
|Soviet Union||1000th Antitank Regiment|
|Soviet Union||29th Tank Corps|
|Soviet Union||9th Guards Airborne Division|
|Overall Rating, 3 votes|
|Scenario Rank: --- of 560|
|Parent Game||Kursk - South Flank|
|Maps||2: 36, 38|
|Layout Dimensions||56 x 43 cm
22 x 17 in
|Kill Them All|
|Scenario Requirements & Playability|
|Kursk - South Flank||maps + counters|
The leaders of both sides knew the outcome of Operation Citadel was a foregone conclusion, but to those on the battlefield the issue remained in doubt. While the German steamroller had been slowed it had not been stopped, and the Soviets had suffered horrendous loses on the 12th without inflicting comparable losses themselves. Field Marshall Erich von Manstein and General Hausser firmly believed they were on the verge of a great victory, and ordered 1st SS Lifeguard Division forward at noon. After a short advance they were stopped, and soon the Soviets took to the attack.
As soon as the men of Lifeguard Division attempted to move forward, they were heavily engaged by the defenders. Ignoring mounting causalities, they inched forward as best they could. They finally managed to secure one small hill before they were counterattacked, and finally reported “this enemy attack collapsed at our main battle line.” After the previous day’s shellacking, the Soviet celebration lasted well into the night.
|AFV Rules Pertaining to this Scenario's Order of Battle|
|5 Errata Items|
All SS 75mm IG guns are direct fire weapons (black), not indirect (white).
(Shad on 2010 Dec 15)
The reduced direct fire value of the SS HMG is 5-5 in Beyond Normandy and Road to Berlin.
(plloyd1010 on 2015 Jul 31)
The Units in Beyond Normandy were misprinted with a movement factor of 5. The movement factor should be 8.
(rerathbun on 2012 Mar 21)
Liberation 1944's counters are mislabeled 'PzIVF2.' The counter's ratings are correct (Armor 5, Move 8, DF 11-6, AT 6-8).
(rerathbun on 2014 Feb 14)
The reduced direct fire value in Kursk: Burning Tigers is 4-4.
(plloyd1010 on 2015 Jul 31)
You know, luck played a HUGE role in the German victory here- the Soviets tried to do everything correctly, and it just didn't work for them. I had a series of fire attacks against the Soviets where it seemed they were bound to pass the MC's but my opponent rolled something like four 11s in a row. Had that been his AT fire rolls, we'd have a different victor...
I did my usual task force type grouping for this scenario - heavier tanks on the left flank with infantry and SPWs, infantry and the Tiger right up the middle with two other tanks, and the lighter tanks on the right flank with infantry and SPWs. The mortars and AA gun ducked immediately into the field near the board edge.
The Soviets usually do best by playing the cat and mouse game- just when the Germans get into range, they retreat and the Germans have to reorganize to advance on the new positions. This only happened a few times during this game. The Soviets stood and fought (and died). By Turn 8 or so, they had lost 40+ steps to my 12 or so. At this point the Soviet commander conceded- I think a bit prematurely. It was still possible to inflict a great deal of losses on the Germans, but it seems his morale just wouldn't recover from the beating the cardboard soldiers were taking.
This was YET ANOTHER scenario where Soviet play has to be 5 times as inspired as German. Even an inept German commander, considering the forces available, could have defeated a Good Soviet player.