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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Kharkov
Heroes of the Soviet Union #10
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 513th Infantry Regiment
Soviet Union 13th Guards Rifle Division
Display
Balance:



Overall balance chart for HoSU010
Total
Side 1 0
Draw 5
Side 2 0
Overall Rating, 5 votes
5
4
3
2
1
2.4
Scenario Rank: 909 of 940
Parent Game Heroes of the Soviet Union
Historicity Historical
Date 1942-05-12
Start Time 09:00
Turn Count 13
Visibility Day
Counters 59
Net Morale 0
Net Initiative 2
Maps 1: 4
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 137
AAR Bounty 165
Total Plays 5
Total AARs 2
Battle Types
Delaying Action
Exit the Battle Area
Urban Assault
Conditions
Off-board Artillery
Scenario Requirements & Playability
Heroes of the Soviet Union Base Game
Introduction

SOUTHWEST FRONT: As soon as the Ukrainian mud had sufficiently dried from the spring rains, Southwestern Front launched an offensive to recapture Kharkov and encircle the German Sixth Army in a two-stage operation. The 28th Army's 13th Guards Rifle Division was one of many formations that attacked west against the surprised Germans.

Conclusion

The Soviet attack almost achieved all its first day objectives and was a success by any definition. The 513th Infantry Regiment fell back in disarray as Soviet spearheads reached within 11 miles Kharkov. Front commander Marshal Semyon Timoshenko then threw away these achievements, failing to commit the carefully gathered tank and cavalry reserves until after the Germans had time to recover and bring up reinforcements.

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 Order of Battle

Germany Order of Battle
Heer
  • Towed
Soviet Union Order of Battle
Guards
  • Towed

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 54

The movement allowance on the counters in Airborne is misprinted. It should be "3."

(rerathbun on 2012 Jan 30)
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)

Display AARs (2)

Hold and Retreat
Author campsawyer
Method Solo
Victor Draw
Play Date 2006-05-13
Language English
Scenario HoSU010

This was a second scenario we played on this day back in 2006. First, one was a draw so we tried another,but this was a draw as well. I attribute this to the victory conditions, some make it easy to split a game. This was a similar situation.

In this small scenario the Germans need to hold all the town hexes until turn 7, then run for the west edge. In our play the Germans held until turn 7 but then failed to get enough units off the board, leaving us again without a clear winner.

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Tantalizing
Author Matt W
Method Solo
Victor Draw
Play Date 2011-10-26
Language English
Scenario HoSU010

While once again we find a large group of Soviet Guardsmen attacking an inferior German force defending a town, as in the previous two scenarios, the Soviets aren't slogging through snow, night is not falling and here the artillery is well caught up with the attackers.

The victory conditions are tighter, however. The Soviets have to take at least four hexes of the town prior to the end of turn 7 and then keep the Germans from exiting 9 steps from the board at the end of turn 13. Throughout the game until the end of turn 7 both sides had a reason to think that victory was at hand.

The first part of that victory condition is tough to acheive but it is relatively easy to contest four which will make it impossible for the German player to win. In my play the Germans placed two machine gun platoons dug in on the approaches to the town with the bulk of the infantry, such as it is, in the town to try to stop the Soviets from getting into a position to contest more than three hexes. Unfortunately the Soviets were able to get enough troops adjacent to the town on turn 5 and maintin enough good order to contest 4 hexes leaving the Germans with the need to exit 9 steps. Through a random event the Germans were able to get 7 steps of reinforcements which, once the win was no longer possible were able to turn away with another platoon and exit the board easily.

An outright win for either side seems unlikely but it was intriguing to see how a nearly identical Soviet force to that showing up in Scenarios 7 and 8 would be able to accomplish so much more once they didn't have to slog across an heavily snow covered empty field in the dusk without artillery support. Not withstanding the ability to compare the situations the lack of true novelty gives it a 2.

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