Advance at Kalinovka Grossdeutschland at Kursk #41 |
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(Defender) Germany | vs | Soviet Union (Attacker) |
Formations Involved | ||
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Germany | Grossdeutschland Division |
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Overall Rating, 1 vote |
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4
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Scenario Rank: --- of 940 |
Parent Game | Grossdeutschland at Kursk |
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Historicity | Historical |
Date | 1943-07-11 |
Start Time | 08:00 |
Turn Count | 22 |
Visibility | Day |
Counters | 51 |
Net Morale | 1 |
Net Initiative | 0 |
Maps | 1: 40 |
Layout Dimensions | 43 x 28 cm 17 x 11 in |
Play Bounty | 170 |
AAR Bounty | 171 |
Total Plays | 1 |
Total AARs | 1 |
Battle Types |
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Inflict Enemy Casualties |
Road Control |
Rural Assault |
Urban Assault |
Conditions |
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Off-board Artillery |
Smoke |
Scenario Requirements & Playability | |
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Grossdeutschland at Kursk | Base Game |
Burning Tigers 2 | Maps + Counters |
Introduction |
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The Grossdeutschland Division, having worked its way around the flank of the Soviet Sixth Tank Corps, sent most of its force southward to complete the encirclement of the hapless Red Army formation. But the Soviet 1st Tank Army pressed the division’s northern flank, trying to free the endangered tank corps. The Grossdeutschland Assault Gun Battalion would have to fend them off. |
Conclusion |
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The assault guns shot up seven T34 tanks, according to German claims, and brought the Soviet advance to a halt. The Germans would not exploit their success, however, as 48th Panzer Corps commander Lt. Gen. Otto von Knobelsdorff opted to withdraw the Grossdeutschland Division from the front and shift it slightly eastwards to spearhead a drive along the left flank of the II SS Panzer Corps. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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2 Errata Items | |
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Scen 1 |
The scenario layout shows map 4. It should be map 40. (rerathbun
on 2023 Nov 16)
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The reduced direct fire value in Kursk: Burning Tigers is 4-4. (plloyd1010
on 2015 Jul 31)
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Grossdeutschland at Kursk: scenario #41: Advance at Kalinovka | ||||||||||||
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Grossdeutschland at Kursk: scenario #41: Advance at Kalinovka I needed to get a scenario in from this new supplement tonight and time was short, so I played the smaller or first scenario in the books. The Soviets have three victory levels and different levels depending on how well they do or not. The Germans just have to prevent them and setup first, with all their StuGIIIG assault guns setup, dug-in along the east-west on either side of the town with their small amount of Infantry and one AT-Gun unit defending in town. The Soviets enter from the north with some T34s & T70s armor and twice as much Infantry but not much cover other than some fields on the western side. Both sides have equal off-board artillery, which isn’t good for the Soviets trying to advance mostly in the open. The Soviets push their armor ahead of the infantry but those dug-in German Assault guns pretty much takes them out but a few demoralized steps that retreat, as the Germans have armor efficiency and only losing a few steps in return, which pretty much leave the Soviet Infantry on their own to try and do the job. The Germans now can concentrate the full armor/infantry/artillery in on the Soviet Infantry, and though the Soviets had a bit more, not near enough to get through that firestorm. The Germans win a major victory as the Soviets lost more steps, controlled no town hexes and could not remove the Germans from the east-west road. Maybe I should have uses the cover of those fields better but this is a tough one for the Soviets. |
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