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: Advance!
Heroes of the Soviet Union #23
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 503rd "Feldherrnhalle" Heavy Panzer Battalion
Germany 7th Panzer Division
Display
Balance:



Overall balance chart for HoSU023
Total
Side 1 1
Draw 1
Side 2 2
Overall Rating, 4 votes
5
4
3
2
1
3.25
Scenario Rank: --- of 940
Parent Game Heroes of the Soviet Union
Historicity Historical
Date 1943-07-05
Start Time 13:00
Turn Count 22
Visibility Day
Counters 120
Net Morale 0
Net Initiative 3
Maps 4: 1, 2, 4, 8
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 173
AAR Bounty 171
Total Plays 4
Total AARs 1
Battle Types
Exit the Battle Area
Inflict Enemy Casualties
Urban Assault
Conditions
Entrenchments
Off-board Artillery
Scenario Requirements & Playability
Eastern Front Maps + Counters
Heroes of the Soviet Union Base Game
Introduction

III PANZER CORPS: By 1300 the two panzer grenadier regiments of 7th Panzer Division had secured a crossing of the Northern Donets River and had begun the advance east. The tanks of the division's 25th Panzer Regiment and the attached company of Tiger tanks from 503rd Heavy Panzer Battalion soon followed.

Conclusion

Led by the 25th Panzer Regiment, 7th Panzer Division drove deep into the positions of the 78th Guards. The Soviet infantry fought hard, but could not stop the German advance.

Additional Notes

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.


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).
  • 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

Display Order of Battle

Germany Order of Battle
Heer
Soviet Union Order of Battle
Guards

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 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(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)

Tiger Rush
Author campsawyer
Method Solo
Victor Draw
Play Date 2006-05-13
Language English
Scenario HoSU023

Until the Kursk game is out, PG'ers will need to turn to HotSU for some scenarios. These scenarios are generic, but can offer some fun. This one was interesting from the point of being able to have some heavy German tanks. In this case Tiger I's and PzIV's rumble across the Russian steppes.

The scenario has a Panzer force advancing on fixes Soviet defenders. The Soviets do not have tanks just 76.2mm guns and 45mm AT guns, which give the Germans the mobility edge. The Soviets have the setup and positional defenses. Morale is even, OBA is even. The victory conditions are a bit of a stretch for the Germans while the Soviets have a better chance of achieving their conditions.

I only have sketching notes on the play for this one. But the German attack bogged down when they first entered the map. It took a few turns to for the Germans to get a breakthrough established. Rolling across board 4 they were able to get a force onto board 1 quickly after the breakthrough. The Soviets on board 8 held fast so the Germans needed to split some of the breakthrough force to attack the flanks of the Soviet defenders on board 8. This was where the Tigers really helped, they were able to get close to and disrupt the defending infantry without worrying about the AT guns. Meanwhile, the breakthrough force attacked the second line of defenders. The Soviet OP fire and OBA came a live and stopped the German attack. Forced to recover units rather than move and attack with them the assault bogged down. In the end the battle was a draw, the Germans couldn't capture all of the towns but the Soviets didn't achieve theirs either.

Running around with the Tiger I's was interesting as they were unstoppable and provided excellent fire support to assault the entrenchments. As the Soviets, my opponent was more disappointed, more from some the dice rolls and the lack of ability of counterattack.

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