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 III: After the Ambush
Burning Tigers #12
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 2nd "Vienna" Panzer Division
Germany 505th Heavy Panzer Battalion
Soviet Union 16th Tank Corps
Soviet Union 3rd Antitank Brigade
Soviet Union 70th Guards Rifle Division
Display
Balance:



Overall balance chart for KRBT012
Total
Side 1 5
Draw 0
Side 2 0
Overall Rating, 6 votes
5
4
3
2
1
4
Scenario Rank: 114 of 940
Parent Game Burning Tigers
Historicity Historical
Date 1943-07-06
Start Time 08:00
Turn Count 22
Visibility Day
Counters 171
Net Morale 0
Net Initiative 2
Maps 3: 41, 42, 43
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 178
AAR Bounty 165
Total Plays 5
Total AARs 2
Battle Types
Delaying Action
Exit the Battle Area
Hill Control
Road Control
Urban Assault
Conditions
Entrenchments
Minefields
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Smoke
Terrain Mods
Scenario Requirements & Playability
Burning Tigers Base Game
Introduction

Second Tank Army could not get its 16th Tank Corps into action on July 5th thanks to poor staff work, and spent that night getting the corps into attack positions. In the pre-dawn hours the Soviet tankers finally moved forward, only to run into a line of 16 Tiger tanks, dug in and well-camouflaged, that devastated two of the corps' tank brigades — 10th Tank Brigade lost 46 of its 50 tanks in minutes. As the survivors attempted to withdraw from the disaster things went from bad to worse as the fresh 2nd Panzer Division arrived on the scene and gave chase.

Conclusion

A potent offensive force formed when the 2nd Panzer Division arrived on the battlefield and assumed control of the 505th Heavy Panzer Detachment. The 2nd Panzer Division now fielded over 40 state-of-the-art Tiger tanks in addition to their 59 long-barreled Panzer IVs. Using this firepower they easily forced the remnants of the Soviet 16th Tank Corps back to the second defensive belt where the 70th Guards Rifle Division, backed by plentiful antitank gun support, stopped all forward progress for the day.


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)
  • Self-Propelled Artillery: 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).
  • 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).
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.
  • 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
Soviet Union Order of Battle
Army (RKKA)
  • Towed
Guards
  • Motorized

Display Errata (7)

7 Errata Items
Scen 12

German Setup: Should be one SK231/8 not two. Russian Setup: Should be five RKKA wagons and 3 Guard wagons, not eight RKKA wagons

(mike perryman on 2017 Apr 20)
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 (2)

After the Ambush.....all was quiet
Author Retiredgrunt17
Method Solo
Victor Germany
Play Date 2017-10-27
Language English
Scenario KRBT012

The Soviets do not fare well at all in this one. The Germans pull 2 aircraft a turn for 4 turns. The Germans are unstoppable, to a point. The Soviets do manage to grind down some German units, but the Germans only get a minor victory. The Germans do occupy all town and 40 meter hill hexes at the end, but they did not exit over 20 steps off the map. All told though, this was a complete tactical victory, and for all intents and purposes a complete victory. The Soviets had nothing they could pull together in to a cohesive force.

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Tigers matter
Author NBGB
Method Solo
Victor Germany
Play Date 2020-10-02
Language English
Scenario KRBT012

This was the third game in the "Graveyard of Armor "series and my last for a while. This one was a rather large battle. The objectives were very similar to the other 2 battles. Exit units off the board, hold the high ground, clear the trail. The Nazi horde needed 2 of 3 conditions for a minor victory and they got 2. The 40M hills and exiting the units.

In this battle, the Heroes of the Motherland had some good infantry numbers, half a dozen 76.2 field guns plenty of entrenchments, and some RKKA armor. The Germans had plenty of armor including 5 platoons of the mighty Tiger. The Tiger usage in these 3 scenarios is mainly for opening up holes in the entrenchments and dug in positions. They can pretty easily handle the Russian armor and in this case, had PzIVH and PzIII support. The Germans also had a decided edge in airpower although it wasn't terribly effective. Russian airpower was not effective. The Germans disposed of most of the Russian retreating tank forces to start the battle. Some T34's maneuvered in the valleys and proved to be tough to root out for a couple of hours. The Germans focused on knocking out the 76mm guns as they were the only threat to bringing up the halftracks and lighter armor.

After a few hours, the guns were silenced by the Tigers, OBA, and some airpower. The rule that the 76's have to fire at their own sited targets and have the only other AT capability put them in the entrenchments on the front line. The Germans soon broke through the dug in positionns with plenty of PG's and lots of halftrack machine gun fire and tank support.

These 3 scenarios gave me good practice on going around entrenchments as they are very difficult to knock out, especially when there is a network of reinforcements to refill them.

The Germans had a lot of units disrupted and demoralized but only lost 25 steps. The Russians took their usual beating and lost 92 steps. (All of their armor included)

These 3 scenarios played sequentially did a good job of showing how difficult it was for the Germans to advance on such a short timetable.

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