Panzer Grenadier Battles on November 21st:
Desert Rats #16 - The Panzers Pull Back Desert Rats #19 - The Panzers Return
Desert Rats #17 - The Tomb Of Sidi Rezegh Jungle Fighting #7 - Line Of Departure
Desert Rats #18 - A Pibroch's Skirl South Africa's War #5 - Irish Eyes
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Retreat from Berezovka
Grossdeutschland at Kursk #42
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany Grossdeutschland Division
Soviet Union 90th Guards Rifle Division
Display
Balance:



Overall balance chart for GDaK002
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 1 vote
5
4
3
2
1
5
Scenario Rank: --- of 940
Parent Game Grossdeutschland at Kursk
Historicity Historical
Date 1943-07-11
Start Time 07:00
Turn Count 20
Visibility Day
Counters 128
Net Morale 0
Net Initiative 2
Maps 3: 40, 42, 43
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 202
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Delaying Action
Exit the Battle Area
Inflict Enemy Casualties
Conditions
Minefields
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Smoke
Scenario Requirements & Playability
Grossdeutschland at Kursk Base Game
Burning Tigers 2 Maps + Counters
Introduction

Hoping to seal the Soviet Sixth Tank Corps in a pocket, the German 48th Panzer Corps ordered the Grossdeutschland Division to complete its encirclement of the Soviet formation. But the Red Army tankers, ordered by front commander Nikolai Vatutin to break free, continued to fight their way westward toward their own lines.

Conclusion

Grossdeutschland’s attack, spearheaded by the division’s panzer regiment with the remaining Panther tanks that could still be convinced to run, inflicted massive casualties on the fleeing Soviets, but could not seal off their escape route. The Soviets drove off one arm of the German attack, and held off the main assault long enough to continue their westward exodus.


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)
  • 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)

Display Order of Battle

Germany Order of Battle
Grossdeutschland Division
  • Motorized
  • Towed
Heer
Soviet Union Order of Battle
Army (RKKA)
  • Foot
  • Towed
Guards
  • Motorized

Display Errata (3)

3 Errata Items
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 896

These units should have a Direct Fire rating of 2-3, just like the RKKA and NKVD counterparts.

(danradz on 2011 May 04)
Overall balance chart for 912

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (1)

Grossdeutschland at Kursk, scenario #42: Retreat from Berezovka
Author JayTownsend
Method Solo
Victor Soviet Union
Play Date 2023-11-14
Language English
Scenario GDaK002

Grossdeutschland at Kursk, scenario #42: Retreat from Berezovka

This scenario gives you an interesting situation where the Soviet 90th Guards Rifle Division is turning to hold up the German Grossdeutschland Panzer Grenadier Division from mauling the Soviet 6th Tank Corp and buying time for their escape west. The Soviet Guards begin dug-in and have minefield to boot. The Germans have a pretty larges force and enter from the north but divide up into three groups, some foot infantry and engineers to engage the Soviet Guard Infantry and Anti-Tank Guns in the center and two flanking groups of armor and truck mounted infantry on either the right or left flanks to try and stop the Soviet armor when it arrives.

As luck would have it, the Soviet 6th Tank Corp entered on turn #2, so the battlefield race would be stretched out on all three maps. The Soviets get more victory points for exiting the RKKA or 6th Tank Corp units off the west edge of the map than sticking around to fight, so the Guard units tried to buy them some time but with holes on both flanks it because a pretty fun but crazy battlefield.

When I added up the three victory conditions, the Soviets had 70 points to the Germans 55 points and won a Minor Victory by one point. The Soviet received most of the point though exiting units, so it was very fortunate for them to have their armor arrive on turn two. I think if it would have arrived any later, the Germans would win.

I didn’t need the Eastern Front Artillery to play this, I just took the 122mm Artillery pieces from My Korean War Pusan game and use 45mm and 76.2mm pieces from the RKKA when I didn’t have enough Guard types. A fun scenario to play, with a lot of units types and maneuver actions as well.

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