Kursk: Opening Moves Heroes of the Soviet Union #20 |
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(Attacker) Germany | vs | Soviet Union (Defender) |
Formations Involved | ||
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Germany | ![]() |
3rd Panzer Division |
Soviet Union | ![]() |
71st Guards Rifle Division |
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Overall Rating, 4 votes |
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3.75
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Scenario Rank: --- of 957 |
Parent Game | Heroes of the Soviet Union |
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Historicity | Historical |
Date | 1943-07-04 |
Start Time | 15:30 |
Turn Count | 18 |
Visibility | Day |
Counters | 109 |
Net Morale | 0 |
Net Initiative | 2 |
Maps | 2: 2, 8 |
Layout Dimensions | 56 x 43 cm 22 x 17 in |
Play Bounty | 151 |
AAR Bounty | 166 |
Total Plays | 4 |
Total AARs | 1 |
Battle Types |
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Hill Control |
Inflict Enemy Casualties |
Rural Assault |
Conditions |
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Minefields |
Off-board Artillery |
Scenario Requirements & Playability | |
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Eastern Front | Maps + Counters |
Heroes of the Soviet Union | Base Game |
Introduction |
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FOURTH PANZER ARMY: The German offensive to reduce the Kursk salient, code-named Operation CITADEL, began with an attack along the southern flank of the bulge in the front line. The attack was designed to capture a number of small hills just inside the Soviet lines. |
Conclusion |
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Third Panzer Division advanced steadily, but at great cost. The 22nd Guards Rifle Corps paid a heavy price to slow the panzers, but the ratio of losses ultimately worked in the Soviets favor. |
Additional Notes |
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Red Warriors counters may be substituted for those of Heroes of the Soviet Union. The German StuG IIIg originally had an AT value of 5-8 in the game system, later the AT value was changed to 6-8. The 5-8 AT value would better describe the StuG IIIf, a vehicle which never officially entered the PG universe. By the time of this scenario, the StuG IIIf had been out of production for quite some time and field units had been updated to the Stug IIIg standard. From a historical perspective, players should use the 6-8 AT values. Soviet Guards transport counters may be downloaded from Avalanche Press. Otherwise, use RKKA trucks and wagons in place of the Guards counters as needed. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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5 Errata Items | |
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The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France. (plloyd1010
on 2015 Jul 31)
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The Pz IVe appearing in the original Panzer Grenadier game had an Anti tank value of 4-7. As of Afrika Korps (2002), continuing onward through the 3rd and 4th edition games, the anti tank value has been 4-4. (plloyd1010
on 2016 Jul 25)
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The morale and combat modifiers of German Sergeant #1614 should be "0", not "8". (Shad
on 2010 Dec 15)
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All SPW 251s have an armor value of 0. (Shad
on 2010 Dec 15)
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These units should have a Direct Fire rating of 2-3, just like the RKKA and NKVD counterparts. (danradz
on 2011 May 04)
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Good start for the Germans | ||||||||||||
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This is a simple scenario to open the Kursk campaign. The scenario is simple enough to be balanced, simple victory conditions hold or capture the hills on the boards. The Soviets defend the hills with a mix of infantry, AT guns and 76.2 guns, dug in, entrenched and mined. The Germans have a good mix of infantry, tanks and artillery to try to force the hills. As for setup the Soviets are on the board and the Germans advance onboard the first turn. Predictively, the Soviets setup the entrenchments on the hills and load them with 76.2 and AT guns. The Soviet infantry sets up in the major town on board 2 and some dug in outposts on board 8. Mines are placed around the hills to try to channel the German attack. The Germans move onboard on turn one, infantry and tanks lead the way. The AT's and the mortars hang back on the board edge to try to stay out of range, but soon attract OBA fire from the Soviet artillery. A company of infantry soon get in position to attack the first hill on board 2. Hitting it with OBA and DF the Germans soon disrupt and demoralize the defenders. Moving around the minefields the Germans are able to get in to assault the first entrenchment. Soon overwhelmed by the Germans, the Soviets flee back to the town. Soviet OBA soon start to take a toll on the German mortars and 2 steps are lost. On board 8 the Germans hit two Soviet outposts to clear a path to the hill. The Soviet infantry is overwhelmed by German engineers and infantry, while the panzers move beyond the dugin positions to prevent a counter attack by other outposts. Long range Soviet fire tries to go after the panzers but misses. The Germans move infantry reinforcements through the gap to push forward on the hill on board 8. Soviet OBA shifts to try to slow the German attack, disrupting a couple of German unit. On board 2 the Germans bypass the town, but take some heavy OP fire from the Soviet units in the town. The Germans must shift OBA fire on the town to try to suppress the Soviet fire. The Germans are successful as getting a company around the town and several tanks from board 8 move to help attack the hill on board 2. With both attacks going after the northern hills on board 8 and 2, this gives the Soviets a handful of problems to deal with. Several turns initiative rolls give the Germans 2 and 3 activations before the Soviets can react. This gives the Germans the ability to navigate the minefields and position for the assaults. Soviet OP fire is weak and lets the Germans get close without many casualties. Several turns of assault clears both northern hills for a German victory. |
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