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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Storm II: On the Verge
Burning Tigers #8
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 654th Heavy Panzerjäger Battalion
Germany 78th Storm Division
Soviet Union 43rd Tank Regirnent
Soviet Union 74th Rifle Division
Display
Balance:



Overall balance chart for KRBT008
Total
Side 1 5
Draw 0
Side 2 1
Overall Rating, 7 votes
5
4
3
2
1
4.14
Scenario Rank: 65 of 940
Parent Game Burning Tigers
Historicity Historical
Date 1943-07-07
Start Time 12:00
Turn Count 18
Visibility Day
Counters 120
Net Morale 1
Net Initiative 1
Maps 3: 41, 42, 43
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 163
AAR Bounty 153
Total Plays 6
Total AARs 4
Battle Types
Breakout
Delaying Action
Hill Control
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Smoke
Scenario Requirements & Playability
Burning Tigers Base Game
Introduction

During two days of fighting the 78th Storm Division bent but did not break their opponent. They fully expected to accomplish that task today. However, the Soviets decided not to dance to their enemy's tune and struck first, inflicting chaos in the German ranks. Taking advantage of the disturbance, Soviet columns moved swiftly for the village of Protasovo located on the Maloarkhangelisk road.

Conclusion

The Germans quickly rallied after the initial Soviet shock of impact, and managed to blunt the first attack on Protasovo. Nine more times the Soviets came on only to be turned away with increasing difficulty each time. The Germans began to withdraw during the eleventh attack when a company of powerful Elefant tank destroyers arrived and restored their position.


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
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
  • Anti-Aircraft Weapon Carrier: apply a -1 modifier to an air attack if within three hexes of the targeted hex (15.14).
  • Prime Movers: Transports which only transport towed units and/or leaders (May not carry personnel units). May or may not be armored (armored models are open-top). All are mechanized. (SB)
  • 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)
Guards
  • Motorized

Display Errata (3)

3 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 63

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

(Shad on 2010 Dec 15)
Overall balance chart for 951

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

(plloyd1010 on 2015 Jul 31)

Display AARs (4)

Here Come The Elephants
Author thomaso827
Method Solo
Victor Germany
Play Date 2015-09-30
Language English
Scenario KRBT008

This 18 turn scenario has a major Soviet counter attack against a dug-in German force. The Russians are able to have a basic human wave attack of infantry and HMGs with almost every stack of 2 units having a leader. The Soviets start out dug in as well, but primarily so that any German OBA attacks are at a down 1, as otherwise the Soviets have little cover on the approach, with a small hill on the south side of their starting board, and a woods on the north, and I used the hill for the BM-13 and the woods for mortars, and placed the on-board 76.2 arty with their wagons set up in the eastern town hex where they could range in on the initial dug-in German positions. The Germans dug in most of the infantry and HMGs, saving just a few back for the town of Protasovo, one of the Soviet objectives on the western board. This allowed all the 40m hills to be occupied by dug-in groups of infantry and HMGs with good leaders. I placed the German 88 in the woods south of the town, the other AT guns and AA gun dug in hoping for flanking shots at the Soviet tanks, and the StuG III was dug in blocking the road at the westernmost hill/road hex of the big central board hill, where he could shoot at any Soviet armor that approached down the middle. This all worked well, as the Soviet line broke itself on the rocks of dug-in infantry, and the T-70 made the mistake of clearing the slope hex onto the big hill right at 6 hex range from the StuG. 2 shots, 2 steps taken. The fighting for the hills took center stage as Soviets and Germans fought in assaults. Germans won fight after fight but slowly lost steps of their own, and several German groups tried to withdraw to avoid being surrounded and cut off. One stack on the central 40m hill held out, destroying everything that the Soviets threw at it. The SMG troops managed to get behind it, only to have the leader killed and two of the three platoons demoralized. Even the dug-in AT guns, having lost all opportunity to engage enemy armor, held out in lopsided assaults. The StuG took out 6 steps of tanks before losing a step and withdrawing. In the next turn, the surviving T-34s took their revenge and eliminated the last step of the StuG, but when the two full T-34C platoons advanced, the 88 opened up and took a step for 7 armor step losses. The Soviet infantry had lost a considerable number of steps, with 3 LTs and a Major on the KIA list by the end of turn 8, and with over half of the infantry spread out over the center and eastern board, where many of the units had fled to before finally regaining their composure, the Soviet officers found it nearly impossible to round up enough troops to press on. Then, with the clock running out on my available gaming time, I rolled for turn 9. Soviets go first. Then rolled for German reinforcements. Elephants arrive this turn. Then rolled for air support. Germans get air support this turn. With the mobile armor forces depleted and the foot troops scattered all over the eastern 2/3ds of the board, I had to call it. I gave the Soviets credit for eventually clearing the hills, but there was just no way they were going to get 15 steps off the west edge of the board, and the German troops holding the town and reinforced now with 3 platoons of Elephants, were just going to be too tough a nut to crack for me to give them any credit for that possibility. So, game over, German minor victory. This is another one of the interesting Kursk fights that demands a replay, hopefully when I can get one of my local buddies to fight it out with me.

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Teetering on the Brink
Author Retiredgrunt17
Method Solo
Victor Germany
Play Date 2017-11-16
Language English
Scenario KRBT008

The Germans put up a small delaying action to begin with, biding time. The Soviets ground ahead, but were stopped at Protasovo with the help of 3 air units and the arrival of the Elefants. OBA and mortars had a lot of impact (no pun intended) and the Soviets just could not scrape out a victory. German victory in my last KBT scenario to finish out.

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Holding on for Dear Life
Author gulatum (Germany)
Method Dual Table Setup + Voice Chat
Victor Germany
Participants davidthedad
Play Date 2018-11-24
Language English
Scenario KRBT008

In my initial set up, I put almost all my infantry and all of my MGs on the crest of the hill on the middle board, with the mortars on the reverse slope of the hill and the other weapon assets were tucked way back in Protosavo, in the tiny town behind the big hill, and on one of the little hills at the north of the board. I thought that my infantry would be able to repel the Russians easily and that the AT assets would prevent any super quick breakouts by the T-34s.

As it turned out, this was a very lousy set up because I didn't consider the power of his artillery. Every one of my MGs was reduced by artillery (being spotted by the artillery cancels the dug in benefit- duh!); and on some turns the Russians would fire those dinky 82 mm mortars one at a time at my demoralized/disrupted units still surviving on the hill. Basically, I isolated my groups, and left them to face the Russians (and die) without mutual support. I tried to pull back in good order, but that never seems to happen. I still cannot fight an effective withdrawal- which is really what I needed to do here.

It also would have helped if the Elefants had shown up prior to turn 14! The Elefants couldn't just ride up the road into Protosavo- the Russians were all around the town and blocking the road!

Nevertheless, the Germans' better morale saved the day. Even though they were battered and nearly all in assault hexes by the 16th turn, the Germans held on the hills and to Protosavo, and no Russians left the board.

If this game had had more turns, the Germans would have lost; it was one of the rare games where I felt that time was on my side.

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Kursk: Burning Tigers, Scenario Eight: Storm II: One the Verge
Author JayTownsend
Method Solo
Victor Soviet Union
Play Date 2020-10-03
Language English
Scenario KRBT008

Kursk: Burning Tigers, Scenario Eight: Storm II: One the Verge

I felt in the mood for an eastern front battle this morning, so this was it. The Soviets have three victory objectives, which are related to the victory levels or not. This is an interesting situation for both sides and the Germans decide to defend setup mostly on the forward hills on map 41 and defend with fewer units in the town of Protasovo in the rear on map 42 but with some key units like the StuGIIIG. The Russian attack across the front with a wide and deep Infantry columns. The Armor sticks mainly to the road in the center but progresses at the same rate as their Infantry to support one another.

Things started to get too dicey on Map 41 within the 40 meter hills, so the Soviets decide to go for the other victory conditions, controlling the Protasovo town hexes and exiting 15 or more steps off the western edge of the map and leave some units still engaged with the Germans in the hill hexes, so they can’t reinforce Protasovo to the west.

After a sharp fight for Protasovo the Soviet finally control it with combined armor and infantry. The Germans huge Elefant tanks reinforcements enter play and make short work of the Soviet armor but when they go to assault combat without any infantry support in Protasove, they suffer two step loses as they get a -2 modifier from the special rules plus the other modifiers. It was close but they cannot dislodge the Soviet Infantry from as town hex in Protasovo and the Soviets exit 17 steps of the western edge of the map achieving two out of three victory objectives for a minor victory.

This was very closely fought scenario and really could have gone either way at any point. It was also a very bloody contest. The Germans lost 22 steps and 4 leaders while the Soviets lost 42 steps and 3 leaders for a rare Soviet victory.

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