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 20: Misfire II: Nepkhaevo
Variant Panthers #4
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 3rd SS "Death's Head" Division
Soviet Union 2nd Guards Tank Corps
Soviet Union 4th Guards Motorized Rifle Brigade
Display
Balance:



Overall balance chart for GrDa004
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 1943-07-08
Start Time 12:00
Turn Count 20
Visibility Day
Counters 247
Net Morale 0
Net Initiative 1
Maps 4: 36, 37, 38, 39
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 235
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Hill Control
Inflict Enemy Casualties
Road Control
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Scenario Requirements & Playability
Variant Panthers Base Game
South Flank Maps + Counters
Introduction

In sixteen hours of fighting on July 7th, 2nd Guards Tank Corps had been forced east of the Lipouyi Donets River. Today they were ordered to turn the tables on their tormentors with a dawn attack. It was noon before they managed to start their advance.

Conclusion

The Luftwaffe pulled off a first on this day when they blunted an enemy armor attack without ground support. In less than an hour, 50 Soviet tanks were left smoldering and their supporting infantry scattered. To add insult to injury, Death’s Head Division managed to run 2nd Guards Tank Corps out of Nepkhaevo during the day’s fighting. To say the least, Stavka was not pleased.

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)
  • Self-Propelled Artillery: 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).
  • 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
  • Motorized
Soviet Union Order of Battle
Army (RKKA)
  • Mechanized
  • Motorized
Guards
  • Motorized

Display Errata (4)

4 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 912

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (1)

Cats Hold the Line!
Author Schoenwulf
Method Solo
Victor Germany
Play Date 2022-04-12
Language English
Scenario GrDa004

The fourth scenario of the Variant Panthers module is played with Scenario #20 from Kursk:South Flank (“Misfire II:Nepkhaevo”). This playthrough used the Skoda variant, i.e. six Pz42t’s were substituted for the ten PzIIIj’s in the German reinforcements. The German setup was concentrated on the center covering the road on Map 39 and protecting the town on Map 37. A small contingent of forces with an SCH, HMG and 75mm IG covered the road on Map 36 and the southern approach to the town on Map 37. The Soviet units were aligned in a long hook from the east edge of Map 38 to the southern end of the fields, with the RKKA units in reserve behind the Guards line; the latter units were stacked for maximum combined bombardment. With only 20 turns to achieve at least three objectives for victory, the Soviets have to advance into the German fields of fire as soon as possible, which doesn’t provide the luxury of softening the German lines as much as one might like.

The Soviets managed to take out the German 88mm early with a nice bombardment roll, and also returned AT fire destroying two Marder III’s and a StuGIIIg. Soviet reinforcements arrived on schedule on Turn 6, while the German ones were delayed. During that time, the Germans were very vulnerable to Soviet armor, which was there in force, but the accompanying foot units were hampered by Axis artillery and ground fire, stalling the advance on the north and center German lines. Other Soviet units then turned the south flank of the German line and proceeded north toward the town on Map 37. At the end of Turn 10, the halfway point in the scenario, the Soviets had control of the road on Map 36 and held the majority of the hill & town hexes on Maps 38 & 39; thus two objectives were well within reach. Step losses at that point were 30 for the Soviets compared to 17 for the Germans. The elimination of three more German steps would result in a third objective (at least 20 German steps lost) attained for the Soviets and a minor victory. By the time the German reinforcements arrived on Turn 15 (!), the Soviets had taken 22 German steps and were still trying to remove some stubborn German units from the town and hill on the north of Map 39. The German reinforcements came in force along both east/west roads. They reinforced the town on Map 39 quickly enough to hold it until the end of the game. They also pushed the Soviets on the road on Map 36 to the breaking point, as a single Soviet SMG remained undemoralized in an assault on a half hex on the map edge between Maps 36 & 38. The scenario became vicious after the German reinforcements arrived with the final step loss count being 93 for the Soviets against 53 lost for the Germans.

In the final analysis, the Germans won a minor victory by maintaining control of the towns on Maps 37 & 39, although only one of the two towns on the latter map was controlled. The scenario has good balance, although it might have been a bit easier for the Germans if they had not had that 9-turn gap in reinforcement arrival.

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