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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Tolstoye Woods
Grossdeutschland at Kursk #46
(Attacker) Germany vs Soviet Union (Attacker)
Formations Involved
Germany Grossdeutschland Division
Soviet Union 10th Tank Corps
Soviet Union 183rd Tank Brigade
Soviet Union 213th Rifle Division
Display
Balance:



Overall balance chart for GDaK006
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Grossdeutschland at Kursk
Historicity Historical
Date 1943-07-12
Start Time 20:00
Turn Count 20
Visibility Day
Counters 74
Net Morale 1
Net Initiative 0
Maps 3: 40, 41, 43
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 187
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Hill Control
Inflict Enemy Casualties
Meeting Engagement
Road Control
Conditions
Off-board Artillery
Smoke
Terrain Mods
Scenario Requirements & Playability
Grossdeutschland at Kursk Base Game
Burning Tigers 2 Maps + Counters
Introduction

Stretched thin as it tried to cover for the withdrawing Grossdeutschland Division, the 3rd Panzer Division came under a heavy attack from the newly-arrived Soviet 184th Rifle Division backed by the Fifth Guards Tank Corps. They overran the Germans holding Hill 258.5, prompting 48th Panzer Corps to turn the Grossdeutschland’s panzer regiment around and send the tanks – including the handful of operational Panthers – to take it back.

Conclusion

Spearheaded by the remaining three Tiger tanks, the Grossdeutschland panzers kicked the Soviets off the hill, and then someone noticed that these masters of war had forgotten to bring more than a handful of infantrymen with them. The German tankers loaded up cases of American combat rations the Red Army had left behind before beating a hasty retreat back to their own lines.


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
  • 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).

Display Order of Battle

Germany Order of Battle
Grossdeutschland Division
Heer
Soviet Union Order of Battle
Army (RKKA)

Display Errata (2)

2 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 951

The reduced direct fire value in Kursk: Burning Tigers is 4-4.

(plloyd1010 on 2015 Jul 31)

Display AARs (1)

Grossdeutschland at Kursk, scenario #46: Tolstoye Woods
Author JayTownsend
Method Solo
Victor Germany
Play Date 2023-11-18
Language English
Scenario GDaK006

Grossdeutschland at Kursk, scenario #46: Tolstoye Woods

A three mapper with three victory objectives for the Germans to try and achieved or not. The Germans have more armor and fewer Infantry, the Soviets have armor but not enough but have more Infantry.

It seemed like my battle was settled pretty early within 15 turns or less. The Germans had control of 10 of the 9 required 40-meter hill hexes and the Soviets only 3. The Soviets lost almost 3 times as many steps as the Germans but the Soviets controlled the town and some of the roads on map 40. Thus the German achieved 2 out of 3 victory objectives.

The Soviets T34Cs tried to help the Infantry with the hills on map 41 and paid the price against the stronger German armor. The T34Bs and T70s with a few Infantry units secured the town on map 40 in a side struggle, as the Germans spent most of the resources and energies on the hill hexes on map 41 to have enough time to deal with the town hexes, even with 5 turns left I couldn’t see them reorganizing enough force to take the town, so the Germans settled on a minor victory. Map 43, was battle zone free.

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