Panzer Grenadier Battles on November 23rd:
An Army at Dawn #3 - Fire Support Leyte '44 #29 - Thanksgiving Day
Carpathian Brigade #3 - Breakout and Pursuit Panzer Lehr 2 #24 - Plug the Hole
Desert Rats #23 - Te Hokowhitu-a-Tu ("War Party") Panzer Lehr #24 - Plug the Hole
Desert Rats #24 - Hill 175 South Africa's War #7 - Rear Echelon
Dragon’s Teeth #33 - Chickenshit Regulations South Africa's War #8 - Ons Is Helsems
Invasion of Germany #38 - Making Hay South Africa's War #9 - Sunday of the Dead
Jungle Fighting #9 - Another Try West Wall #8 - Making Hay
Kursk: Burning Tigers, scenario #2: Kempf II: Breakout
Author JayTownsend
Method Solo
Victor Germany
Play Date 2014-11-09
Language English
Scenario KRBT002

Kursk: Burning Tigers, scenario #2: Kempf II: Breakout

This scenario has a nice assortment of unit types on both sides with the Germans having many more, being the attacker. The Soviets have six entrenchments, seven minefields, one town and are dug-in and the Germans have 14 turns with three victory objective or levels depending on how many they achieve. They also have 5 Engineers, lots of tanks and a heavy dose of off-board artillery which they will need.

I setup my Soviets across the board blocking the Germans path and supporting each other pretty well. The Germans can only spend a few turns softening up the Soviets before they just have to move into all those obstacles and do bloody combat as time will run out fast! I did use a few turns to fire the German armor at the Soviet armor. To make a long story short, after 14 turns the Germans clears a path four hexes wide on their far right flank and were able to exit more than 15 steps off the east edge of the map but could not clear all those entrenchments and town hex, so they achieved 2 out of 3 victory objectives for a minor victory. Fun to play but I think hard to get all three objectives for the Germans.

0 Comments
You must be a registered member and logged-in to post a comment.
Page generated in 0.043 seconds.