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!
Kaeter's Counterattack
Heroes of the Soviet Union #5
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 14th Panzergrenadier Regiment
Germany Heer
Soviet Union 26th Guards Rifle Division
Display
Balance:



Overall balance chart for HoSU005
Total
Side 1 0
Draw 0
Side 2 5
Overall Rating, 5 votes
5
4
3
2
1
2.6
Scenario Rank: 886 of 940
Parent Game Heroes of the Soviet Union
Historicity Historical
Date 1942-11-26
Start Time 09:00
Turn Count 12
Visibility Day
Counters 46
Net Morale 0
Net Initiative 2
Maps 1: 4
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 133
AAR Bounty 159
Total Plays 5
Total AARs 3
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Severe Weather
Terrain Mods
Scenario Requirements & Playability
Heroes of the Soviet Union Base Game
Introduction

XXXIX PANZER CORPS: On the 25th, the Soviet 20th Army drove a deep wedge into the German lines south of Rzhev. The 6th Tank Corps and 2nd Guards Cavalry Corps poured through the breach. At several points, local German commanders hastily collected counterattack forces and drove north on the morning of the 26th in an attempt to collapse the base of the breakthrough. Near the village of Prudy, Lt. Col. Kaeter of the 5th Panzer Division assembled his 1st Battalion, 14th Panzer Grenadier Regiment and five tanks from the nearby 13th Panzer Regiment and moved out in the pre-dawn darkness.

Conclusion

The well-led Soviet infantry skillfully used their handful of anti-tank guns to smash the German attack with heavy casualties, including the loss of all tanks. Kaeter pulled his battalion back about two kilometers and dug in, hoping for reinforcements to save his battalion.

Additional Notes

This scenario could also be played using East Front maps and Red Warriors Counters.

Soviet Guards transport counters may be downloaded from Avalanche Press. Otherwise, use RKKA trucks and wagons in place of the Guards counters as needed.


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).
  • 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

Display Order of Battle

Germany Order of Battle
Heer
  • Mechanized
  • Motorized
Soviet Union Order of Battle
Guards
  • Motorized

Display Errata (3)

3 Errata Items
Overall balance chart for 20

The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 896

These units should have a Direct Fire rating of 2-3, just like the RKKA and NKVD counterparts.

(danradz on 2011 May 04)
Overall balance chart for 912

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (3)

Attack the Town
Author driddle01
Method Solo
Victor Soviet Union
Play Date 2011-07-29
Language English
Scenario HoSU005

The Russians set up with the AT firepower in the town and the HMG's on the flank. They keep one INF platoon in the rear as support. The Germans enter along the western side of the lower board edge intending to flank the right side of the Russian defense. Iniatilly, the advance of the Germans is low because of the snow and the concern with the Russian AT guns. The Germans continue to advance and slowly circle around the Russian right flank. Russian fire is effective in disrupting the German advance, and the Germans bog down in trying to suppress the defenders. The Germans finally close to assault range on the right end of the Russian line, but the left end is leaving its dug in positions to attack the German right flank. Russian fire remains steady and keeps the Germans from mounting an effective attack. The Germans finally clear out the right flank guard of the Russians, but time is ticking away in the game. The Germans then clear the next hex, but Russian fire keeps the attackers from concentrating their fire, and the game ends with the Russians still in control of most of the twon. Soviet victory!

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Evening the Panzer advantage
Author campsawyer
Method Solo
Victor Soviet Union
Play Date 2006-03-11
Language English
Scenario HoSU005

This scenario has the Germans attacking through heavy snow. Visibility will be to the Germans advantage to get close to the town, but they must overcome the snow movement. The Soviets have a good mix of AT and Guns to keep the lone PzIVF2 from driving right up to the town. But moving up just the INF's will be a problem too as there are plenty of Soviet HMG and INF's to stop them. The Germans did not have a chance as the Soviets just need to setup in the town and OP fire at the Germans as the visibility increases. 10 German steps were destroyed and the Germans had to fall back to the woods to recover.

This scenario needs something to force the Soviets to move out of their town defenses. Without this the Germans are sitting ducks for the Soviet fire.

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The Early Bird Gets the Worm
Author Matt W
Method Solo
Victor Soviet Union
Play Date 2011-06-23
Language English
Scenario HoSU005

An undermanned German battalion with some armor support is tasked with attacking a slightly larger Soviet Guards force, in a town, and must take the town from the Soviets. In reality, the battalion was thrown back with significant losses and the tanks were all destroyed. In a not very surprising result my play closely resembled reality with the exception that I still had some tanks left.

My Germans attempted to work their way around the western edge of town to try to gain one hex of control in order to reach a draw. Unfortunately, opportunity fire and direct fire were sufficient to decimate the infantry coming along with the tanks and cause seven step losses by turn 7 (of 12), thus removing the possibility of a draw. Importantly, the short time frame (12 turns) and the heavy snow require the German player to comes to grips quickly so maneuvering through the woods which could provide a little more protection, really doesn't permit the German to reach town with enough time to accomplish anything. If you play for the draw this might be a good choice.

On the other hand, if Kaeter had decided to get the men up an hour earlier the approach to the town could have been made under cover of darkness which would permit the Germans to close without significant losses from Op Fire and Direct Fire which were the causes of the German loss in this scenario. Attacking at dawn so that the approach to the town occurs in daylight is basically suicidal.

I once mentioned that the lessons that these scenarios teach are often useful ones even when the scenario play is not all that exciting. This is one that proves the point. There really isn't much for either player to do that requires much thought but thinking about the situation and what the German could do to improve their chances brings to mind the need to move under cover of darkness if one is attacking a larger and well positioned force. The fact that Kaeter had to learn this lesson in real combat is the pity.

Not one of the more exciting scenarios you can play but one which can provoke a thoughtful response. I give it a 2.

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