Panzer Grenadier Battles on February 23rd:
Errors? Omissions? Report them!
Daydream Believers
Kursk - South Flank #39
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 1st SS "Leibstandarte Adolf Hitler" Division
Soviet Union 1000th Antitank Regiment
Soviet Union 29th Tank Corps
Soviet Union 9th Guards Airborne Division

Overall balance chart for KurS039
Side 1 2
Draw 0
Side 2 0
Overall Rating, 3 votes
Scenario Rank: --- of 609
Parent Game Kursk - South Flank
Historicity Historical
Date 1943-07-13
Start Time 12:00
Turn Count 16
Visibility Day
Counters 162
Net Morale 1
Net Initiative 0
Maps 2: 36, 38
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 161
AAR Bounty 163
Total Plays 2
Total AARs 1
Battle Types
Hill Control
Kill Them All
Urban Assault
Off-board Artillery
Randomly-drawn Aircraft
Terrain Mods
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.

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
  • Self-Propelled Artillery: 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)
  • 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
  • Mechanized
  • Motorized

Display Errata (5)

5 Errata Items
Overall balance chart for 439

All SS 75mm IG guns are direct fire weapons (black), not indirect (white).

(Shad on 2010 Dec 15)
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 408

The Units in Beyond Normandy were misprinted with a movement factor of 5. The movement factor should be 8.

(rerathbun on 2012 Mar 21)
Overall balance chart for 408

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)
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)

Morale Matters
Author gulatum (13)
Method Dual Table Setup + Voice Chat
Victor Germany
Participants davidthedad
Play Date 2017-04-20
Language English
Scenario KurS039

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.

You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!