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
Errors? Omissions? Report them!
Kursk - South Flank Scenario 5: Manhandled
Variant Panthers #1
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 3rd SS "Death's Head" Division
Soviet Union 16th Guards Mortar Regiment
Soviet Union 263rd Mortar Regiment
Soviet Union 694th Antitank Regiment
Soviet Union 79th Guards Mortar Regiment
Display
Balance:



Overall balance chart for GrDa001
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 1 vote
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Variant Panthers
Historicity Alt-History
Date 1943-07-06
Start Time 05:30
Turn Count 22
Visibility Day
Counters 242
Net Morale 1
Net Initiative 1
Maps 3: 36, 38, 39
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 229
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Delaying Action
Exit the Battle Area
Inflict Enemy Casualties
Road Control
Urban Assault
Conditions
Entrenchments
Minefields
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Scenario Requirements & Playability
Variant Panthers Base Game
South Flank Maps + Counters
Introduction

The second day of Operation Citadel found Death’s Head Division attacking eastwards towards the Lipouyi Donets River while Army Detachment Kempf was advancing northward to meet them. It was imperative that the two formations link up so that their armor could be free to spearhead the advance, rather than being stuck protecting the two formations’ own flanks. Located between the Germans and their objectives was Colonel P.D. Govorunenko and his 375th Rifle Division.

Conclusion

Colonel Govorunenko and his men clung tenaciously to every meter of ground and refused to yield an inch. Even though Army Detachment Kempf managed to advance all the way to Iastrebovo, the hoped-for linkup was not accomplished. That forced II SS Panzer Corps to detach almost one third of its total strength to secure its flank, thus weakening the spearhead.

Additional Notes

The Skoda Panther counters replace the PzIIIj or PzIVe and PzIVf2 tanks in this scenario.


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).
  • 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
Soviet Union Order of Battle
Army (RKKA)
Guards
  • Motorized

Display Errata (7)

7 Errata Items
Overall balance chart for 441

All SS 105mm guns should have white, indirect fire values.

(Shad on 2010 Dec 15)
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)
Overall balance chart for 993

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (1)

SS "Panthers" with very little Growl
Author Schoenwulf
Method Solo
Victor Soviet Union
Play Date 2021-12-16
Language English
Scenario GrDa001

This scenario is actually Scenario #5 from Kursk: South Flank (“Manhandled”) but Pz42t’s were used in place of the PzIIIJ’s and VK-3002’s in place of the PzIVE’s & PZIVF2’s per the defined ratio in the Gold Club Journal notes. The Soviets set up their entrenchments about midway across Map 36 and a second tier to the east to protect the tank lanes to the town. This would hopefully allow some crossfire as the tanks approached the town, which is the key objective. Minefields were placed in the north to channel German traffic to the center and south; however, German engineers were able to cover two of the minefields that were only “1”’s and another was a decoy. The Germans have four objectives, but two of them involve the town since they are required to clear both the town and road of undemoralized Soviet units. If the Soviets only hold the road through the town, they will have a Minor Victory, so this is the critical spot on the map. The other two objectives involve German unit exit and limited loss of German steps. Since tank steps are double, with the Tiger triple, placing Soviet AT units to maximize hits is critical as well. Once they fire in spotting range of the Germans they can be in trouble as the Germans have better OBA and an advantage in aircraft draw. In this playthrough, the Germans were lined up north to south across the map with mortar and howitzer units behind the line. The necessity for German victory to have a clear road essentially means that they can’t leave any Soviet “stragglers” who might slip down and take a road hex late in the game, i.e. the Germans need to keep pushing the Soviets back east until they can be either eliminated or a very small patch of road can be properly cleared. The Germans took some early hits from Soviet OBA, mortar groups and aircraft that slowed their advance and cost them steps. However, by the tenth turn, the Germans had advanced and neutralized better than half of the Soviet AT firepower. On that turn, the Soviet reinforcements arrived bringing some much-needed AT support from 6 T-34’s. These latter units moved quickly to reinforce the town, which was now within German striking distance. By the halfway point in the game, the Germans had lost 28 steps to 18 for the Soviets, which shows the difficulty of advancing into a strong Soviet defensive placement. The German OBA, which maxed at the 42-column once per turn simply wasn’t that effective against AT guns in entrenched positions, and the aircraft draws were fairly even (6-5 German advantage) with Soviet aircraft being much more damaging to German units advancing across open ground. So the German objective of losing no more than 30 steps was in jeopardy early, which limited them to a Minor Victory.

As the game moved ahead, the Tiger unit was finally able to move forward with flanking infantry to prevent any Soviet assaults, and 8 of the 11 Soviet AT units had been eliminated, which limited any crossfire on it. It is a devastating weapon but must have protection as noted. On Turn 19, the infantry had been stripped from the Tiger and it was assaulted, which resulted in a step loss even though it destroyed the entire Soviet assault group in the process. Soviet Lend-Lease Blenheim’s also caused quite a bit of damage during the Axis advance, but the Germans drove forward. However at 1030 (the penultimate turn), the Tiger was destroyed, which severely compromised any hope that the Germans had of taking the town and the road through it.

At game end, the Germans had not achieved any of their objectives as two road hexes (going through the town) were still held by Soviet units, only two German steps had exited, and the Germans had lost 59 steps to 63 lost by the Soviets. This led to a Soviet Major Victory. Several factors led to the victory including the success of Soviet pickets, disruption of German foot units by both Soviet OBA and air support, and the eventual need for the Germans to advance armor that could not be adequately supported by ground troops.

0 Comments
You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!
Page generated in 0.224 seconds.