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 13: Where Have All the Soldiers Gone?
Variant Panthers #3
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 2nd SS "Das Reich" Division
Germany LSSAH Panzer Regiment
Soviet Union 183rd Rifle Division
Soviet Union 237th Tank Brigade
Soviet Union 5th Guards Tank Corps
Display
Balance:



Overall balance chart for GrDa003
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
5
Scenario Rank: --- of 940
Parent Game Variant Panthers
Historicity Alt-History
Date 1943-07-07
Start Time 07:04
Turn Count 30
Visibility Day
Counters 277
Net Morale 1
Net Initiative 2
Maps 4: 36, 37, 38, 39
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 246
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Inflict Enemy Casualties
Road Control
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

As the rest of the SS Lifeguard Division fought to secure the three fortified cities to the south, its Tiger company assisted SS Reich Division at the tip of the spearhead. If they could clear the Prokhorovka-Tomarovka road in conjunction with clearing Gresnoe, it would go a long way toward securing II SS Panzer Corps’ open left flank. Hopefully, it would also pressure Soviet 3rd Mechanized Corps, which was currently holding up XXXXVIII Panzer Corps and actually causing some of their units to fall back.

Conclusion

After the Germans secured the towns along the Prokhorovka-Tomarovka road, forces had to be diverted from the drive on Komsomolets State Farm to deal with problems developing in areas already thought pacified. This blunted the spearhead, and when the Soviet 31st Tank Corps arrived the German advance faltered. At that point it appeared as if the advance would stall completely until a way could be found to free up some infantry. Many were left to ponder whether things might have gone better had so many men not been sacrificed at Stalingrad.

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)
  • Motorized
Guards
  • Foot
  • Motorized
  • Towed

Display Errata (7)

7 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 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 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 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)

Panther Pride
Author Schoenwulf
Method Solo
Victor Germany
Play Date 2022-03-24
Language English
Scenario GrDa003

Scenario #3 of the Variant Panthers module is played using Scenario #13 of the Kursk:South Flank game. Option one was used here with the ten Pz.IIIj’s being substituted by six “Skoda Panthers” (Pz.42t) with the “rapid fire” option in play. Anti-tank weapons of both sides were considered “efficient” and had two shots per firing turn. The Soviets set up with HMG/INF protection of both towns on Board 38 and a flamethrower in the center of the larger town surrounded by foot units. The trail also received similar coverage, but not in as great strength. Some of the Soviet AT weapons were placed in entrenchments to attempt crossfire if German tanks advanced without recon. A number of units from the 183rd Rifle Division were also placed primarily on Map 39 with a few to support the placement of the 5th Guards Tank Corps on Map 37. This provided a strong reserve line since it was presumed that the Germans would eventually be able to gain the objective for town hex control on Map 38, so preserving control of the town on Map 37 was one of the Soviet keys to victory. The fields southeast and southwest of town were strongly garrisoned to counter the German routes of advance. The Germans have so many units that they advanced across a broad front using infantry with leaders for recon until the odds favored Hanomag and armored car recon advance. By Turn 8, the Germans had a strong position with their front about halfway across Boards 36 & 38 and had captured the Soviet Colonel, so command fell to the ranking Lt. Col. The town hexes on Map 38 were finally taken by the Germans on Turn 13 allowing the Germans to head north. German OBA and airstrikes assisted the German advance, while the Soviets received little benefit from their adjunct fire. Once the Soviet frontline in the south fell, the Germans moved quickly toward Maps 37 & 39, making sure to protect their control of road hexes on the bottom maps. Since the Germans need three objectives for a minor victory, assuming they keep control of the towns they have taken on Map 38, they need to clear the road on both Maps 38 & 39 and not lose more than 30 steps while doing so. Alternatively, they may control the town on Map 37 in place of either objective or control all objectives for a major victory. Beginning on Turn 14, the Germans pushed northward on both flanks to achieve success on the two remaining objectives, while step loss was scrutinized closely to insure that the step-loss objective was retained. By the halfway point in the game (Turn 15), the Soviets had lost 53 steps to only 12 lost by the Germans, and the Germans had moved the frontline to the junction of the north and south maps. The armor battle began in earnest at this juncture, as the Soviets began to feel the sting of the Tigers while the Germans also lost a Pz.IVh to combined fire form Soviet 57mm & 76.2mm units on the west flank. On Turn 20, the Soviets lost their last 85mm unit, which gave the Tigers a little more spoace to roam freely, although there was still some risk from the remaining T-34’s and two 76.2mm units. The Soviet reinforcements from the 237th Tank Brigade finally arrived on Turn 22 just as the Germans were closing on securing the road and ready to launch their attack on the town on Map 37. On Turn 26, it became apparent that the German thrust at the town on Map 37 had little chance of succeeding due to the Soviet defense, so the focus for the Germans became control of the north/south road. By that time the Germans had lost 26 steps, so German units on the west flank dropped back to avoid the fire from the town and the remaining Soviet 76.2mm unit stationed there. The fight to secure the road and prevent any further step loss became the German focus. On Turn 30, the last turn, the last Soviet unit that occupied the road was eliminated, and there were no others that could reach the road. The Germans had lost 28 steps at that point to 160 steps lost for the Soviets. Thus, the Germans reached three objectives (held all town hexes on Map 38, no Soviet units in the road and less than 30 steps lost) for a Minor German Victory. While this outcome did not quite match the historical one, it is a great scenario in terms of balance. The outcome was not decided until the final turn, and if one or two die rolls had gone the other way, the Soviets would have been winners. Did the variant Skoda Panthers make a difference? Quite possibly, as they were a formidable force in holding back a Soviet armor advance toward the road in the latter stages of the game due to their enhanced mobility and firepower. While one Tiger did lose a step (which was scored as three steps lost), the six Panthers remained in play and unscratched.

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