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: Tigers by the Tail
Heroes of the Soviet Union #22
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 19th Panzer Division
Germany 503rd "Feldherrnhalle" Heavy Panzer Battalion
Soviet Union 78th Guards Rifle Division
Soviet Union 81st Guards Rifle Division
Display
Balance:



Overall balance chart for HoSU022
Total
Side 1 2
Draw 0
Side 2 1
Overall Rating, 3 votes
5
4
3
2
1
4.33
Scenario Rank: --- of 940
Parent Game Heroes of the Soviet Union
Historicity Historical
Date 1943-07-05
Start Time 04:00
Turn Count 56
Visibility Day & Night
Counters 122
Net Morale 0
Net Initiative 3
Maps 3: 3, 4, 8
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 178
AAR Bounty 171
Total Plays 3
Total AARs 1
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Entrenchments
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Eastern Front Maps + Counters
Heroes of the Soviet Union Base Game
Introduction

III PANZER CORPS: At 0330 III Panzer Corps' artillery opened fire on Soviet positions ,at the southern base of the Kursk salient. Thirty minutes later 19th Panzer Division, reinforced with 2nd Company, 503rd Heavy Panzer Battalion, crossed the North Donets River.

Conclusion

The 73rd Panzer Grenadier Regiment gained a bridgehead across the river by mid-day and near nightfall was joined by tanks of the 27th Panzer Regiment. Together the two drove a wedge several kilometers deep between the two Soviet divisions.

Additional Notes

Red Warriors counters may be substituted for those of Heroes of the Soviet Union.

The RKKA 45mm and 76.2mm guns almost certainly represent Guards units. Plays should consider using Guards counters for these weapons, if the counters are available.

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
  • APC – Armored Personnel Carrier: These are Combat Units, but stack like Transports. They can transport personnel units or towed units. They are not counted as combat units for the +1 stacking modifier on the Direct Fire and Bombardment Tables (4.4). They may be activated by regular leaders and tank leaders (1.2, 3.34, 4.3, 5.43). They do not provide the +1 Assault bonus (ACC).
  • Unarmored Weapon Carriers: These are unarmored halftracks (Bufla and Sk7/2) or fully-tracked vehicles (Karl siege mortar) with mounted weapons. All are mechanized, except the BM-13 (Katyusha rocket launcher mounted on a truck). They are weapon units, not AFV's, so they are never efficient and cannot be activated by tank leaders. (SB)

Display Order of Battle

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

Display Errata (6)

6 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 486

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)
Overall balance chart for 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)
Overall balance chart for 484

Liberation 1944's Tiger movement and armor ratings are backwards. They should be Armor 7 and Movement 5.

(petermc on 2014 Feb 14)
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 (1)

Heavy Tank attack
Author campsawyer
Method Solo
Victor Germany
Play Date 2006-05-05
Language English
Scenario HoSU022

This is probably the best scenario within HotSU. I played this several years ago with a friend from my local club

This scenario has a heavy German tank unit trying to force its way across three boards. The Soviets face them with infantry and AT guns even BM-13 rockets. The Germans get to use PzVIa to rumble over the Soviets. The Soviets get to setup and hold the best positions the Germans enter the board on turn 1. There is a lot of OBA on both sides, this caused many of the infantry casualties on both sides.

For us the battle came down to tanks v. AT guns and in this case the Germans won the match and overran most of the guns. But OBA causalities were quite high, we noted 34 steps lost to OBA. As for tactics, the Germans need to push up the road and destroy Soviet units. The Soviets need to hold as much as possible and use their OBA to slow the assault down. The Germans have the time with 56 runs, and a very long Saturday, they can get control of all the towns. Soviets have a chance at winning but must get some good OP and OBA rolls. The Soviets seemed to roll high morale checks and sevens on the attacks.

If you have the time for this one it is worth is especially if you like German armor.

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