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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Kursk - South Flank Scenario 6: Swept Aside
Variant Panthers #2
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 2nd SS "Das Reich" Division
Soviet Union 14th Antitank Brigade
Soviet Union 22nd Guards Tank Brigade
Soviet Union 51st Guards Rifle Division
Soviet Union 5th Guards Tank Corps
Display
Balance:



Overall balance chart for GrDa002
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Variant Panthers
Historicity Alt-History
Date 1943-07-06
Start Time 09:30
Turn Count 24
Visibility Day
Counters 270
Net Morale 0
Net Initiative 2
Maps 4: 36, 37, 38, 39
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 242
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Delaying Action
Exit the Battle Area
Inflict Enemy Casualties
Urban Assault
Conditions
Entrenchments
Minefields
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Variant Panthers Base Game
South Flank Maps + Counters
Introduction

By noon of the first day of the German assault, 6th Guards Army was in desperate straits and armor was ordered forward to support them. One of the formations involved was 5th Guards Tank Corps, which deployed their 200 tanks directly in front of II SS Panzer Corps with the intention of attacking the next day. General Katukov wanted the armor dug in and had a heated debate with Comrade Stalin and Marshal Zhukov over the matter. Then Voronezh Front Kommissar N.S. Khrushchev weighed in, and Stavka deferred to the men on the spot. Then, inexplicably, 5th Guards Tank Corps was sent forward to prevent SS Reich Division from occupying Luchki.

Conclusion

SS Reich Division plowed through the best the Guards could throw at them, with little delay. By lunchtime Luchki had fallen, but having no time for lunch the Germans wheeled to the right and advanced on Teterevino. II SS Panzer Corps’ drive was beginning to gain momentum and the Soviet second line of defense appeared to be breached.

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
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
  • 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).
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.
  • 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
Schutzstaffel
Soviet Union Order of Battle
Army (RKKA)
  • Foot
  • Leader
  • Towed
Guards
  • Motorized

Display Errata (5)

5 Errata Items
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 1207

The movement shown on the counter is zero (0) but is listed as 8 just like the regular SdKfz 250 APCs.

(thomaso827 on 2016 Jul 11)
Overall balance chart for 1205

Should have direct fire value of 10-5 and an anti-tank value of 4-4. Values on the Kursk South Flank counter are for SPW-251/22.

(plloyd1010 on 2015 Feb 17)
Overall balance chart for 912

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (1)

Cat Scratch Fever
Author Schoenwulf
Method Solo
Victor Germany
Play Date 2022-01-17
Language English
Scenario GrDa002

In this scenario, VP’s are awarded for control of town hexes, elimination of enemy units, and German exit from the north edge of the playing area. The Germans entered from the south across a broad front with emphasis on their west flank approaching the first (southwestern) town. The Soviets set up with strength in both larger towns with a staggered line of entrenchments & minefields between the two. Since they did not have any OBA, they grouped their mortars and a couple of 76.2mm platoons to aid in bombardment of the advancing Germans. Other AT units were entrenched to try and set up crossfires in as many potential tank lanes as possible. The Pz42t option was used, so six Pz42t’s replaced the ten PzIIIJ’s called for in the German OOB. The German advance began with an infantry screen and motorcycle units to reconnoiter Soviet positions. APC transports and other vulnerable vehicles were held back until some of the risk of AT fire was assessed. However, the first couple of turns did not go the German’s way as there were quick FOW rolls, and one of the two aircraft rolls was an IL-2 for the Soviets. After that, full turns ensued and the southwest town was under assault by Turn 4, accompanied by a strong combined arms advance in the center. Early FOW rolls on four of the first seven turns continued to limit the German advance, and the FOW option that is generally used in these playthroughs may not be a fair adjunct in scenarios that award a large number of exit points.

By Turn 11, the southwest town was completely under German control, and they had made progress toward the junction between the north and south maps, but FOW continued to limit their movement. On Turn 14, the Germans finally advanced far enough to encounter Soviet resistance on the west flank. They then began to push forward with the Tiger and Pz.42t platoons, and within two turns had Soviet units in range. One Tiger platoon was on the west central hill with the other in the center, while all six Pz.42t platoons moved up the east flank. Fire from the Tigers was deadly to the Soviet armor and kept them at bay, while the Pz.42t’s moved on the east town and had their share of armor strikes as well. It was difficult for the Soviets to gain crossfire shots due to the German consistent initiative and first strike opportunities. By game end, there were still a number of German units that didn’t really get into the fray, but there were still enough Germans to create a strong offensive capable of victory. The Soviets had lost 94 steps while controlling 10 town hexes, and the Germans lost 31 steps. Taking the Soviet 30-point bonus for the lack of German exit into account, the Germans had 106 VP’s to 91 for the Soviets, a 15-point differential for the Minor Victory. While it might be best for the Soviet tanks to hide out rather than take hits from the Tigers and Pz.42t’s, that would be both inconsistent with Stalin’s Order #227 and very gamey, so the scenario was played with “not one step back” in mind. As with many PG scenarios, it seemed that the Germans didn’t have a chance at the halfway point, but once the armored platoons got into position, the Soviets were in trouble.

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