Kursk: Opening Moves II Heroes of the Soviet Union #21 |
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(Attacker) Germany | vs | Soviet Union (Defender) |
Formations Involved | ||
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Germany | 315th Infantry Regiment | |
Soviet Union | 52nd Guards Rifle Division |
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Overall Rating, 5 votes |
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3.4
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Scenario Rank: 488 of 940 |
Parent Game | Heroes of the Soviet Union |
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Historicity | Historical |
Date | 1943-07-04 |
Start Time | 15:30 |
Turn Count | 19 |
Visibility | Day |
Counters | 148 |
Net Morale | 0 |
Net Initiative | 2 |
Maps | 5: 1, 2, 3, 4, 8 |
Layout Dimensions | 86 x 84 cm 34 x 33 in |
Play Bounty | 190 |
AAR Bounty | 165 |
Total Plays | 5 |
Total AARs | 2 |
Battle Types |
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Inflict Enemy Casualties |
Urban 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: Another of 4th Panzer Army's early attacks along the southern flank of the Kursk salient involved an assault by the 167th Infantry Division against units of 6th Guards Army's 22nd Guards Rifle Corps. Once again the Soviets were ready for battle. |
Conclusion |
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The 52nd Guards Rifle Division was sacrificed to slow the German advance and bleed the German formations. The Guards stalled the German advance, but success cost the Soviets much. |
Additional Notes |
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Red Warriors counters may be substituted for those of Heroes of the Soviet Union. The 150mm self-propelled gun is part of the original Panzer Grenadier game counters. The Germans from the original were re-released as the "German Hordes" counters. If neither is available, use the siG33b counter from 1940: Fall of France, but treat it as a single-step counter. 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. It is unclear from the scenario description which transport is RKKA and which is Guards. Players should make their on determination, but the anti-tank regiment probably has organic transport. 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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3 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 movement allowance on the counters in Airborne is misprinted. It should be "3." (rerathbun
on 2012 Jan 30)
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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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A cool scenario but I got lucky... | ||||||||||||||
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and sometimes luck is all you need! The Germans have a tough river crossing, made worse by the fact that I had set up 'hedgehog' defenses in both the woods and town near the river, including leaders which kept his crossing sites under constant artillery attack from on and off board fire. The Germans were forced to send their infantry across without armor to try and clear the oppossite bank, and to use his OBA to lay smoke to cover the crossing sites. German assaults in the town and woods were repulsed twice before they were both taken at considerable cost. Eventually the Germans got the bulk of their armor across, he switched from laying smoke to laying bombardments... which gave one of my leaders a perfect view of one of his crossing points, still choked with troops. I hit him with all my OBA (55 column after modifiers), rolled snake-eyes, and his losses put him over maximum -- Soviets win! |
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0 Comments |
Infantry tries to clear the way | ||||||||||||
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Continuing our pre-Kursk scenarios, this has a German infantry regiment trying to force the Soviet defenses. The Germans have a tough time with this as their advantage is only OBA and initiative. The Soviets have setup position, mines, entrenchments and dugin troops that the Germans will need to destroy to get to the towns for victory. In our play, the Germans were able to get close to the outer Soviet defense line, but soon lost their 150mm self propelled gun as well as several infantry setups before the capture a foxhole and an entrenchment. Soviet OBA and OP fire was very accurate taking out the Germans as they advanced. The T34's released early and were used to counter attack the entrenchment as well as pin the Stug's from being effective. In the end the Soviets held the field and the Germans were not able to control the towns. |
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0 Comments |