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 VI: Teploe Tango
Burning Tigers #15
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 4th Panzer Division
Soviet Union 175th Rifle Division
Soviet Union 3rd Antitank Brigade
Soviet Union 43rd Tank Regirnent
Soviet Union 79th Tank Brigade
Display
Balance:



Overall balance chart for KRBT015
Total
Side 1 2
Draw 2
Side 2 0
Overall Rating, 6 votes
5
4
3
2
1
4.5
Scenario Rank: 13 of 940
Parent Game Burning Tigers
Historicity Historical
Date 1943-07-07
Start Time 12:00
Turn Count 18
Visibility Day
Counters 171
Net Morale 1
Net Initiative 1
Maps 2: 40, 41
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 172
AAR Bounty 159
Total Plays 4
Total AARs 3
Battle Types
Delaying Action
Exit the Battle Area
Hill Control
Inflict Enemy Casualties
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

Unable so far to break the defenses before them, 47th Panzer Corps received the fresh 4th Panzer Division from 9th Army's reserves to bolster the attack. Gen. Lemelsen ordered the division to secure Teploe and exploit southward. Virtually destroyed in 1942, 4th Panzer Division had remained at the front near Kursk for over a year while absorbing new men and equipment. Gen. Model at 9th Army hoped the rebuilt division could finally break the tenacious defenders.

Conclusion

The 2nd Battalion of the 33rd Panzer Grenadier Regiment suffered almost 100 casualties before securing Teploe. Despite the losses the grenadiers received orders to assist in driving the rapidly reinforcing Russians off the hills just to the south. Joined by the halftrack battalion and additional panzers they moved out as ordered. Heavy artillery fire soon put the Germans to ground and neutralized their antitank guns. Every effort of the panzers to work their way free of the killing zone came to naught. Finally three panzers managed to overrun a Russian strongpoint inspiring the grenadiers to follow. When that attack stalled the last surviving officer of the 2nd Battalion, Capt Diesener, rallied his men once more. They managed to drive the defenders off the hill but could not hold it against determined counterattacks. Fighting like this continued here for three more days.


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

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 951

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

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 993

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (3)

Follow Me! The Leaders Shine
Author Retiredgrunt17
Method Solo
Victor Germany
Play Date 2017-10-05
Language English
Scenario KRBT015

In this scenario, all the leaders had high leadership values. This made for some really intense action as both sides made (I believe) more stronger attacks than average. It also enabled more units to survive attacks and/recover from disruption/demoralization. This in turn allowed for more vicious follow on attacks. Great fun.

Turn 1-2. The German advanced on Teploe with 2 turns or preliminary bombardment.

Turn 3-9. The Germans advance the Panzer III flame tanks and engineers in to the town. After. Tough fight the Soviets are eliminated in the town. BUT. During the time it took to take the town and push elements around the flanks, the Soviets received 22 platoons, well over a battalion,mod reinforcements. Given the situation, the Germans plow ahead in to the ridge. The German units had already pushed in on the Soviets flanks, which were not dug in.

Turn 10-12. The Soviets counterattack with armor on their left, but are unable to maintain forward progress, and holding what they had gained was impossible, so they pulled back. The Germans retained control of the town at the base of the ridge. Both sides suffered heavy losses.

Turn 13-16. The soviets force a grinding attrition battle, where the leaders of both sides are making it quite the scrum. The Soviets are forced to give ground, begrudgingly.

Turn 16-18. The Soviets form a horseshoe perimeter and retain the bulk of the ridge. , including all 40 meter hills. The Germans, however, push through some units on the flank out of the Soviet line of fire. 2 full platoons of armor and 8 steps of artillery and infantry exit off. Up to this point the Soviets had a very small advantage. With the Germans exiting those units, they earned a hard, well earned victory.

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Almost, Almost, Almost
Author gulatum (Soviet Union)
Method Dual Table Setup + Voice Chat
Victor Germany
Participants davidthedad
Play Date 2020-05-09
Language English
Scenario KRBT015

This was one of the few times my opponent and I played nearly to the end of the scenario's turns, since it's usually quite clear earlier in the game whether one is going to win or lose.

My initial decision - not to fight for the town on the German entry board - was, I think, the right one. Any units there would have been sliced and diced with no chance of pulling back to a defensive line on the hill board. So I positioned all my forces, except for a few spotters, on the hill board. The Germans ground forward, as they usually do, but sloppy use of the SPWs allowed my dug-in tanks to inflict high casualties on them. I was surprised that the Germans didn't try to shoot up my tanks to clear the way; instead he concentrated his tanks against my infantry positions and drove the Soviets from the lower slopes of the hill. My reinforcements, again, showed up maybe a turn or two too late to turn the tide.

Although I lost yet again as the Soviet commander, I did manage to delay defeat until turn 17 (of 18), when I lost a Major and all the troops with him in a bungled assault on panzers that became a choice target for his artillery. We had parity (57 or 58 Soviet to 56 or so German) in step losses at the moment I conceded defeat; he had simply taken more of the hill than I could ever get back.

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Soviets Plug the Gaps in the Nick of Time
Author Bangla (Germany)
Method VASSAL
Victor Draw
Participants tlangston28
Play Date 2021-02-13
Language English
Scenario KRBT015

An excellent game against Tony Langston, which ended 111-110 in his favour. The Soviets decided to defend the hill at all costs, and left the town of Teploe in the north open for the Germans to occupy at their leisure. With the town secure, the Germans split their efforts into two wings, leaving some units in the fields covering the centre in case of a Soviet thrust north to re-take the town. The Germans were probably 2 or 3 turns too slow in getting to attack the large hill in the south, taking too much time to clear the woods on their right, and the smaller hills to the left and right. But once secure, there began a desperate struggle for the slopes of the main objective.

Heavy Russian losses piled up (69 steps by game end) and, as the 16:15 end game approached, the German panzers began to filter through gaps in the line to take some of the hill hexes and the road heading south. Desperate, but timely, manoeuvring by the Guards plugged the gaps one by one, and the Germans had no chance to 'steal' further territory. Another 2 or 3 turns might have given the Germans the victory they sought after, but their earlier slowness cost them dearly.

An excellent scenario, a forward defence by the Soviets would definitely alter the flavour of this action dramatically. The draw surprised both of us at the finish, and highlighted how things could have been different with even one more turn available.

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