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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Graveyard of Armor II: The Lead Panzers
Burning Tigers #11
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 20th Panzer Division
Soviet Union 321st Rifle Regiemnt
Soviet Union 6th Guards Rifle Division
Display
Balance:



Overall balance chart for KRBT011
Total
Side 1 4
Draw 0
Side 2 2
Overall Rating, 7 votes
5
4
3
2
1
3.71
Scenario Rank: 255 of 940
Parent Game Burning Tigers
Historicity Historical
Date 1943-07-05
Start Time 10:30
Turn Count 15
Visibility Day
Counters 100
Net Morale 1
Net Initiative 2
Maps 1: 40
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 146
AAR Bounty 147
Total Plays 6
Total AARs 5
Battle Types
Delaying Action
Exit the Battle Area
Inflict Enemy Casualties
Urban Assault
Conditions
Entrenchments
Minefields
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Smoke
Scenario Requirements & Playability
Burning Tigers Base Game
Introduction

General Walter Model chose a conservative approach to Operation Citadel for his 9th Army. He supported his infantry formations with special battalion detachments of heavy tanks or assault guns to exploit through the holes opened by the infantry. The one exception to this, the 20th Panzer Division, he detailed to secure Teploye if possible. Planning called for engineers to clear paths through the numerous minefields in front of them before the panzers advanced.

Conclusion

Formed in October 1940, the 20th Panzer Division received little favor within the Army, falling toward the back of the line for replacements of men and material. At the beginning of Operation Citadel they still fielded two platoons of obsolete Czechoslovakian-made tanks and possessed only 40 long-barreled Panzer IVs. In addition, the panzer grenadiers possessed no halftracks in which to ride into battle. Nevertheless, they rapidly tore a gap through the defenders and, acting on information from a prisoner that Bobrik was lightly held, modified their plans to secure the village. However, once they seized the town the newly-arrived 6th Guards Rifle Division pinned them in place.


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
  • 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)

Display Order of Battle

Germany Order of Battle
Heer
  • Motorized
Soviet Union Order of Battle
Army (RKKA)
Guards
  • Towed

Display Errata (4)

4 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 951

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

(plloyd1010 on 2015 Jul 31)

Display AARs (5)

An Attack Too Slow
Author thomaso827
Method Solo
Victor Soviet Union
Play Date 2016-06-22
Language English
Scenario KRBT011

This 15-turn scenario has the Germans attacking to try to take the tow in the middle of board 40, with the goal of taking the town and/or exiting 20 steps off the south edge of the board. Soviet guards enter randomly after turn 2. I made a bad assumption from the start that the Guards would be a while in getting there, so worked to envelop the town, which required taking 2 of the 3 entrenched 45mm AT guns and supporting infantry north of the town to give the German armor freedom of maneuver. Instead, the leading Mk IVF2 lost a step to the long range fire of the 76.2 AT gun in the town and assaults for the two outer entrenchments bogged down after the central entrenchment fell so easily. With Germans starting to push past the entrenchments to start their serious attack on the town itself, the Soviet guard entered on turn 5. I had used the limited German airpower early on to try to take out the central entrenchment, so there was little I could do to interfere with the guard coming up to reinforce the town. Available playing time and German morale was starting to slip away and they still had not actively started assaulting the town. In hind sight, it might have been better to head the tanks and towed guns off the south side of the board and let the infantry try to bypass the Russian outposts and assault the town on their own, given their great engineer support, and that would have assured one of the two objectives taken with a chance of fair luck and early destruction of the town's defences. German lost, Soviet minor victory as they had not eliminated 10 or more steps when time ran out. Great game, and another I look forward to in future face to face play.

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A Good Solid Fight
Author Retiredgrunt17
Method Solo
Victor Germany
Play Date 2017-10-25
Language English
Scenario KRBT011

Ther Germans do pretty well, as in many scenarios in KBT. But once again the Soviets have enough to keep the Germans from a major victory. The Germans push through and control Bobrik, but Soviet reinforcements on turn 4 are enough to keep the Germans from exiting off 20 steps. The germans gain the tactical advantage, but total victory is unreachable. The Soviet Guards do very well, especially against the already bloodied Germans.

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Laggard Reinforcements
Author gulatum (Soviet Union)
Method Dual Table Setup + Voice Chat
Victor Germany
Participants davidthedad
Play Date 2019-05-11
Language English
Scenario KRBT011

This was not a pretty game. I'm relatively sure that I set up rather conservatively as the Russian: an entrenchment on either flank of the town, and another just behind it where I placed the 76.2mm gun. The German advance was rather well-orchestrated if a bit slowed by some Soviet artillery. They ground forward, taking reasonable losses and not losing the initiative advantage.

But the Russians did have a surprise- my opponent hadn't read the scenario information and thought that the reinforcements were coming up from the southern edge instead of from the east edge. So as the Germans crept forward, I was getting ready to spring the trap. But the Russians came too late to make the most of it. The Germans were already all over the eastern flank of the town and instead of getting assaulted by my troops, they assaulted me after I moved the Guards onto the board. I couldn't get sufficient men into the town to hold it. I could only feed men piecemeal into the town. By turn 8 or 9, the writing was on the wall. The Soviets couldn't hold the town.

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Timely reinforcements
Author NBGB
Method Solo
Victor Soviet Union
Play Date 2020-09-06
Language English
Scenario KRBT011

Like scenario 10, there are only 3.5 hours to get the victory for the Hitlerites. This, along with four very short fog rolls forced them to start advancing in at a breakneck pace that usually doesn't end well. It didn't.

The Russians made an unbroken defensive line across the map along the road and front of Bobrik. All units were dug in that could be. 2 entrenchments were side by side 800 meters out of town to the west and one was 1000 meters to the east. The mines were placed directly in front of Bobrik 400 meters away. A pretty strong defensive line.

The Germans decided to try and break the far western side of the line with the panzers leading the way as this could open up 400 meter hole to allow 20 steps through. There was also a sizable push up to the center towards Bobrik directly so the Russians couldn't move all of their units west to defend once they saw what was happening.

The Guards reinforcements from the east edge were going to be a key in the victory. Right on queue at turn 2 they showed up. This allowed them enough time to go all the way to the west and reinforce as necessary. The panzers mowed down several platoons, but another group or 2 would step in the breach. Towards noon it looked like the Hitlerites were finally going to break through. However, an AT roll of 12 from a 45mm AT gun right next to a PZIVE stalled that momentum, and that was all she wrote. The Germans didn't have enough heavy firepower to deal with all of the fortified units plus the Guards. The 2 turns of airpower were totally ineffective and the OBA was not strong enought to keep the entrenchments disrupted.This one was called an hour early as there was no hope for the Germans. Soviet major victory.

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Condiciones de victoria poco estudiadas
Author enrique
Method Solo
Victor Germany
Play Date 2015-11-06
Language Español
Scenario KRBT011

En este escenario una fuerza combinada alemana de infantería y tanques ataca unas posiciones soviéticas en torno a una población. Los soviéticos establecen una débil línea defensiva a base de trincheras y campos de minas. La población ocupa el centro del dispositivo y está especialmente defendida. Los defensores son unidades del RKKA. A partir del segundo turno y mediante una tirada de dados puede entrar en el mapa una reducida fuerza de infantería (Guardia Roja). Los alemanes tienen dos objetivos: controlar toda la población y sacar al menos 20 steps (los tanques valen el doble) por el borde sur del mapa. Consiguen la victoria (menor) con la obtención de uno sólo de los objetivos.

La estrategia para los alemanes es clara: hacer pasar a toda velocidad las seis secciones de tanques a lo largo del tablero sin detenerse y salir por el borde sur al menos cinco de ellas. Esta es la decisión adoptada, que se ve facilitada por el retraso en entrar en el mapa las unidades de la Guardia (turno 7), ya demasiado tarde para impedir el paseo militar germano.

Es el peor escenario jugado hasta ahora en KBT.

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