Kursk: Advance! Heroes of the Soviet Union #23 |
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(Attacker) Germany | vs | Soviet Union (Defender) |
Formations Involved | ||
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Germany | 503rd "Feldherrnhalle" Heavy Panzer Battalion | |
Germany | 7th Panzer Division |
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Overall Rating, 4 votes |
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3.25
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Scenario Rank: --- of 940 |
Parent Game | Heroes of the Soviet Union |
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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 |
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Exit the Battle Area |
Inflict Enemy Casualties |
Urban Assault |
Conditions |
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Entrenchments |
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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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 |
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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 |
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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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6 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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Liberation 1944's Tiger movement and armor ratings are backwards. They should be Armor 7 and Movement 5. (petermc
on 2014 Feb 14)
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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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Kommissars never get morale or combat modifiers. Ignore misprints. (Shad
on 2010 Dec 15)
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Tiger Rush | ||||||||||||
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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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