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: Opening Moves II
Heroes of the Soviet Union #21
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 315th Infantry Regiment
Soviet Union 52nd Guards Rifle Division
Display
Balance:



Overall balance chart for HoSU021
Total
Side 1 2
Draw 0
Side 2 3
Overall Rating, 5 votes
5
4
3
2
1
3.4
Scenario Rank: 488 of 940
Parent Game Heroes of the Soviet Union
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
Inflict Enemy Casualties
Urban Assault
Conditions
Minefields
Off-board Artillery
Scenario Requirements & Playability
Eastern Front Maps + Counters
Heroes of the Soviet Union Base Game
Introduction

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

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

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.


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
  • Self-Propelled Artillery: do not provide the +1 Assault bonus, even if closed-top (SB)

Display Order of Battle

Germany Order of Battle
Heer
  • Mechanized
  • Motorized
Soviet Union Order of Battle
Army (RKKA)
  • Foot
  • Mechanized
  • Motorized
Guards

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)

A cool scenario but I got lucky...
Author Redarmyman (Soviet Union)
Method Face to Face
Victor Soviet Union
Participants unknown
Play Date 2011-02-18
Language English
Scenario HoSU021

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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Infantry tries to clear the way
Author campsawyer
Method Solo
Victor Soviet Union
Play Date 2006-04-29
Language English
Scenario HoSU021

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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