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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Death's Head at Oleksandrivka
Dogs of War #1
(Attacker) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 3rd SS "Death's Head" Division
Germany 5th SS "Thule" Panzergrenadier Regiment
Germany 6th SS "Theoder Eicke" Panzergrenadier Regiment
Soviet Union 112th Tank Brigade
Soviet Union 200th Tank Brigade
Soviet Union 22nd Guards Tank Brigade
Display
Balance:



Overall balance chart for KDoW001
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 1 vote
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Dogs of War
Historicity Historical
Date 1943-08-09
Start Time 06:00
Turn Count 40
Visibility Day
Counters 315
Net Morale 0
Net Initiative 2
Maps 6: 3, 36, 37, 4, 40, 7
Layout Dimensions 86 x 84 cm
34 x 33 in
Play Bounty 274
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Inflict Enemy Casualties
Urban Assault
River Control
Conditions
Off-board Artillery
Reinforcements
Smoke
Scenario Requirements & Playability
Fire in the Steppe Maps
Dogs of War Counters
Burning Tigers Maps
South Flank Maps + Counters
Introduction

With the Soviet 1st Tank Army pressing southward, the German Army Detachment Kempf committed the II SS Panzer Corps - now reduced to two division with the withdrawal of the Life Guards to Italy - to stop them. The Death's Head Division, its tank losses made good with vehicles left behind by the Life Guards, would attack over the Merchyk River to blunt the Soviet 6th Tank Corps' advance.

Conclusion

Maj. Gen. A.L. German's 6th Tank Corps had fought with the 1st Tank Army at Kursk, facing the supposedly elite Grossdeutschland Division. The battered unit lost most of its tanks there, but had three weeks to draw new ones, absorb replacements and repair its damaged vehicles before taking the offensive. Thanks to superior numbers, the militiamen held the river line despite repeated Soviet attempts to force a crossing. The Germans fought to hold Oleksandrivka on the north bank, but the third attack — this time from the 112th "Revolutionary Mongolia" Tank Brigade, a crack unit with a pre-war veteran core — finally drove out the invaders. Sixth Tank Corps would be raised to Guards status two months after these battles.


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

Display Order of Battle

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

Display Errata (3)

3 Errata Items
Overall balance chart for 439

All SS 75mm IG guns are direct fire weapons (black), not indirect (white).

(Shad on 2010 Dec 15)
Overall balance chart for 424

The reduced direct fire value of the SS HMG is 5-5 in Beyond Normandy and Road to Berlin.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 951

The reduced direct fire value in Kursk: Burning Tigers is 4-4.

(plloyd1010 on 2015 Jul 31)

Display AARs (1)

ogs of War #1 - Death's Head at Oleksandrivka
Author Juiceman
Method Solo
Victor Soviet Union
Play Date 2023-05-01
Language English
Scenario KDoW001

Large meeting engagement between two SS PG regiments with minimal AT support, each regiment has two ATG batteries, one regiment with Pak41s the other Pak38s, initially going up against several Soviet tank brigades with 6 T34 & 2 T70 tank companies supported by four Tankodesanttiki SMG companies. Soviet reinforcements consisted of a Motor Rifle Brigade supported by a SPG regiment entered the game two turns later. The Germans had the edge in infantry & supports while the Soviets held the edge in armor.

One Soviet tank brigade was able to get to the town first & drove back a small SS force making a mad dash to get into the town before the Soviets. With the town captured they Soviets used their mobility to attack the gap between the SS regiments to establish a small bridgehead on the south side of the river, the SS beat up the tank brigades supporting infantry while trying to close the range so they could assault the Soviet armor, the SS had minor success.

Meanwhile the Motor Rifle Brigade saw an opportunity to establish their own bridgehead on the German right flank, but the Germans countered with accurate HMG & mortar fire and drove the Soviets back across the river, their lone Pak38 knocking out a couple SU76 & T70 steps.

The VCs are all on the Germans, they only achieved one which was not enough for a minor victory.

Since this scenario has four distinct fighting formations it could easily be played with four people, two to a side.

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