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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Kempf II: Breakout
Burning Tigers #2
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 503rd "Feldherrnhalle" Heavy Panzer Battalion
Germany 7th Panzer Division
Soviet Union 167th Separate Tank Regiment
Soviet Union 1st Antitank Rifle Battalion
Soviet Union 228th Guards Rifle Regiment
Soviet Union 262nd Tank Regiment
Display
Balance:



Overall balance chart for KRBT002
Total
Side 1 7
Draw 0
Side 2 2
Overall Rating, 10 votes
5
4
3
2
1
3.7
Scenario Rank: 265 of 940
Parent Game Burning Tigers
Historicity Historical
Date 1943-07-05
Start Time 13:00
Turn Count 14
Visibility Day
Counters 121
Net Morale 0
Net Initiative 2
Maps 1: 43
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 149
AAR Bounty 147
Total Plays 9
Total AARs 5
Battle Types
Breakout
Delaying Action
Exit the Battle Area
Urban Assault
Entrenchment Control
Conditions
Entrenchments
Minefields
Off-board Artillery
Randomly-drawn Aircraft
Smoke
Terrain Mods
Scenario Requirements & Playability
Burning Tigers Base Game
Introduction

At 1300 hours the 7th Panzer Division lunged forward and easily rolled over the first defensive belt. Following his orders, General A. V. Skvortsov directed his Soviet armor reserves forward to halt the Hitlerite attackers before they could reach the second defensive belt.

Conclusion

The terrain lay flat as a billiard table, broken only by the occasional tributary of the Northern Donets and Razumnoe Rivers and the numerous small scattered villages. This environment greatly favored the Germans' aggressive mobile doctrine, allowing them to herd the Soviets for 4.5 miles before halting operations for the night. The day proved a mixed bag for the 503rd Heavy Panzer Detachment as they claimed 34 Soviet tanks destroyed against no loses in tank fighting. However, minefields wreaked havoc as all of the 2nd Battalion's tanks sustained damage when they stumbled into a minefield.


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
  • 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
Heer
  • Motorized
Soviet Union Order of Battle
Army (RKKA)
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 41

All SS PzIVH tanks should have a movement of 8.

(Shad on 2010 Dec 15)
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 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 912

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (5)

Kursk: Burning Tigers, scenario #2: Kempf II: Breakout
Author JayTownsend
Method Solo
Victor Germany
Play Date 2014-11-09
Language English
Scenario KRBT002

Kursk: Burning Tigers, scenario #2: Kempf II: Breakout

This scenario has a nice assortment of unit types on both sides with the Germans having many more, being the attacker. The Soviets have six entrenchments, seven minefields, one town and are dug-in and the Germans have 14 turns with three victory objective or levels depending on how many they achieve. They also have 5 Engineers, lots of tanks and a heavy dose of off-board artillery which they will need.

I setup my Soviets across the board blocking the Germans path and supporting each other pretty well. The Germans can only spend a few turns softening up the Soviets before they just have to move into all those obstacles and do bloody combat as time will run out fast! I did use a few turns to fire the German armor at the Soviet armor. To make a long story short, after 14 turns the Germans clears a path four hexes wide on their far right flank and were able to exit more than 15 steps off the east edge of the map but could not clear all those entrenchments and town hex, so they achieved 2 out of 3 victory objectives for a minor victory. Fun to play but I think hard to get all three objectives for the Germans.

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New Rules & Mobile Tigers? Hmmm...
Author gulatum (Germany)
Method Dual Table Setup + Voice Chat
Victor Germany
Participants davidthedad
Play Date 2017-08-20
Language English
Scenario KRBT002

This scenario turned out to be a rollover for Germany, mostly because the terrain effects on movement chart shows 1.5 MP for clear terrain for mechanized units. My opponent and I only noticed that on the third or fourth turn, and it proved the undoing of the Soviet forces. My Tigers were no longer only partially-mobile behemoths spewing anti-tank fire but only getting half-way across the board. Usually you could never count on Tigers getting anywhere near the opposite side of the board during a 14 turn scenario. But in this game, they were a real threat to the Soviets in terms of the victory conditions.

The Soviet positions were laid out well, and tried to create a killing zone in the middle of the playing area, by putting the AT guns along the sides and using the minefields to create a kind of funnel to crowd the Germans in the middle. But the Germans' airplane every turn proved especially useful early on- they cleared out two of the three guns before the 5th game turn. Clearing the entrenchments and town wasn't without a few casualties, but the German initiative modifier stayed at +4 until about the 8th turn. By turn 10 the Soviets had just about nothing left to stop the German advance. Even the Tigers were only two or three moves from possibly exiting the board.

Again, seeing through the fields and onto the hills completely changes the complexion of this game. Having played with rule set 3 for so long, it is difficult to adjust tactics and strategy.

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The Germans get their breakthrough
Author Retiredgrunt17
Method Solo
Victor Germany
Play Date 2017-11-09
Language English
Scenario KRBT002

The Soviets were dug in pretty well with mutually supporting positions. But, the Germans were able to engage at range with their armor, and the Soviets could do,little as the German combined arms attack broke through the line. The Germans suffered losses in getting the breakthrough and the Soviets counterattacked with their armor, but it was dispatched by the superior German armor firepower. The Germans were able to cut a corridor along the southern map edge from west to east and exit 27 steps off. German victory.

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Vain Sacrifice of the Soviet Armour
Author waynebaumber
Method Solo
Victor Germany
Play Date 2015-07-19
Language English
Scenario KRBT002

In this scenario, a strong German combined arm force has to force the Russian defense lines, exit units and clear a corridor for the follow up unit. The Soviet forces have entrenchments, mines and a reasonable sized armour force but this armour has to face a whole company of Tigers. The Russian set up with a minefield across the centre with T34's dug in behind them, both flanks had entrenchments with a reserve in the woods behind the centre. The Germans force enter the map with the Tigers to the fore, thus causing the T34 to retreat behind the woods. The right Russian flank held firm and even mounted a limited counter attack, the left flank crumbled under a skillful attack with German engineers supported by Tanks and INF. After a couple hours the Soviet commander had to throw in the tanks in an effort to stem the attack, this only worked for a short time and eventually the Tiger's got the range and brewed up several T34's. This was about all she wrote, as the German forces just rolled forward and off into the distance. The German's having made two objectives this was a German minor victory. For the Germans the only main decision is to go for the 2 out of the 3 objectives and I should imagine that going for the exit is reasonably easy objective then its a case of either taking ground or ensuring the corridor is clear of units. This is not a bad little scenario ideal for a single session

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Soviet Minor Victory
Author Schoenwulf
Method Solo
Victor Soviet Union
Play Date 2015-12-17
Language English
Scenario KRBT002

At 1300 on July 5, 1943, elements of the German 7th Panzer Division and 503rd Heavy Panzer Detachment of Army Detachment Kempf ran into stiff opposition during the first day of Operation Citadel. As they moved westward, they encountered a Soviet defensive line with minefields and entrenched & dug-in units from the 228th Guards Rifle Regiment, 78th Guards Rifle Division, 1st Anti-tank Rifle Battalion and 1438th Self-propelled Artillery Regiment. The central portion of the line was mined, with T-34, T-70 and SU-122 platoons dug in behind the minefields. The Germans opened fire with a massive artillery barrage and FW-190 sweep, and Soviet artillery responded once German targets were in sight. This was followed by a German armor advance in Panzerkeil formation with Tiger platoons at the point across the front. By 1330, the Soviet supply lines were compromised by Luftwaffe strafing of supply convoys resulting in a logistical shortfall. Meanwhile, fire from the Tiger platoons had claimed both a T-34B and a T-70. Tanks continued to exchange fire on both flanks, and a T-34C was destroyed on the German right by 1400. At 1415, another T-34C was brewed up by a PzIVH, but German supplies began to run short as well, a situation that became critical by 1500. By that time, the Germans had overrun an entrenchment with one of the Tigers on their right flank and were starting to open a lane from West to East. Another T-34B was eliminated by a PzIVH on that flank, but two PzIIIN’s ran out of fuel and were stalled. While continuous German assaults on the other Soviet entrenched units went on for another 1 ½ hours, the Germans were unable to clear a wide enough path free of Soviet resistance to claim success. This gave the Soviets a minor victory.

This scenario can be tough for a German victory if a strong Soviet defensive line is set up. In this case, the Soviets had interspersed their minefields and entrenchments in a defensive line from North to South, with all units in between dug in. The line was five hexes from the Western edge, which limited the amount of German units that could get into play without suffering stalls due to opportunity fire. When the Germans were able to penetrate the line and breakthrough, it was easy to get 15 points off the board to achieve one objective, but the Soviet forces were tough to clear from the entrenchments. There were two factors that prevented the Germans from achieving at least a minor victory by establishing a 4 hex wide path across the board: 1) the critical shortfall was very limiting, particularly in terms of armor survival, and this optional rule was probably inappropriate for this scenario; 2) fog of war came into play on 9 of the 14 turns, and some turns were extremely time-limited for the Germans to have a chance to move units into position. The Germans only captured one of the six Soviet entrenchments, but were engaged in assaults in the other five; however, they could never rout all of the Soviet units from them. In terms of step losses, the Soviets lost 44 steps to the Germans’ 24, and a good number Soviet units were either disrupted or demoralized for many of the latter turns, but enough of them retained their positions in the entrenchments to hold the line.

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