Panzer Grenadier Battles on October 24th:
Afrika 1944 #22 - PAKfront Leyte '44 #12 - Flying Wedge
Fronte Russo #9 - Potemkin Village Leyte '44 #13 - Failure at Buri Airfield
Red & White #28 - Bastion
Errors? Omissions? Report them!
Graveyard of Armor IX: Unflappable
Burning Tigers #18
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 2nd 'Vienna' Panzer Division
Soviet Union 16th Tank Corps
Soviet Union 3rd Antitank Brigade
Soviet Union 70th Guards Rifle Division
Display
Balance:



Overall balance chart for KRBT018
Total
Side 1 2
Draw 0
Side 2 3
Overall Rating, 5 votes
5
4
3
2
1
4.6
Scenario Rank: 8 of 1093
Parent Game Burning Tigers
Historicity Historical
Date 1943-07-08
Start Time 11:00
Turn Count 14
Visibility Day
Counters 151
Net Morale 0
Net Initiative 1
Maps 2: 41, 42
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 156
AAR Bounty 157
Total Plays 5
Total AARs 3
Duplicates KBT2018
Battle Types
Breakout
Delaying Action
Hill Control
Conditions
Entrenchments
Minefields
Off-board Artillery
Smoke
Terrain Mods
Scenario Requirements & Playability
Burning Tigers Base Game
Introduction

General Model frittered away the combat power of his panzer spearhead trying to fulfill his operational orders and the breakthrough they demanded. That goal lay within sight but the 17th Guards Rifle Corps on the ridges north of Ol'khovatka stood in the way. With the three operational Tigers of 505th Heavy Panzer Detachment busy elsewhere, the 2nd Panzer Division would be on its own today.

Conclusion

A report from the commander of the Soviet 3rd Destroyer Brigade reported 70% casualties in the 1st Battalion of antitank rifles, and the 1st and 7th Batteries destroyed. On the flip side, his men claimed 40 enemy tanks destroyed. They anticipated one more battle where they would either stand or perish. Behind their unflappable leaders the Red Army stood their ground though attacked repeatedly throughout the day. At 1700, though forced from the hill, they dug their heels in on the south slope denying their enemy his coveted operational freedom.


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)
  • 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)

Display Order of Battle

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

Display AARs (3)

Unflappable, not indestructible
Author Retiredgrunt17
Method Solo
Victor Soviet Union
Play Date 2017-10-01
Language English
Scenario KRBT018

Turn 1-4. Germans concentrate fire on the town and the right side of the ridge. The Soviets suffer demoralization and disruption. The Germans begin movement to assault the right side of the ridge.

Turn 5-6. The Germans take the town and knock out both Soviet 76.2s on the right. The Soviet Guards hold the extreme right and the 40 meter hills to the German front, pouring fire on the forward German elements. Soviet armor moves forward on each flank.

Turn 7-9. The Germans push forward hard on both flanks, with heavy Soviet resistance.

Turn 10-18. Losses are heavy on both sides as a scrum entails on the right. The Soviets lose the left flank and cannot stop German units from exiting.

Turn 19-24. The Germans push through on the right, clearing a corridor all the way through to exit. In the end, the Soviets still hold 20 and 40 meter hills. The Germans hold the town and exited units off, but the Soviets still hold enough hills to take the victory.

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Still, Unflappable
Author Retiredgrunt17
Method Solo
Victor Soviet Union
Play Date 2018-02-15
Language English
Scenario KRBT018

My second try. The Soviets set up their AT guns to cover the flanks primarily, with the tanks and infantry buttressing the center around the 85mm battery. The German OBA got in a good shot, destroying the 85, and the Soviet right crumbled under heavy attack. The Soviets pulled infantry from the left and shored up a badly battered center and right flank. Combined arms assaults and heavy German bombardments continued to beat down the Soviet right and center. However, with only 14 turns, the Germans did not have enough time. The Soviets were ravaged, with few units left. They were enough, though. The Germans achieved only one objective, exiting over 15 steps. The Soviets still held a few precious 20 and 40 mtr hill hexes. Soviet win

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Stop the 2nd Panzer Steamroller, Comrade!
Author treadasaurusrex (Soviet Union)
Method VASSAL
Victor Soviet Union
Participants Capt. Chaos
Play Date 2024-11-15
Language English
Scenario KRBT018

This was a 11-session play-through with the dauntless & unflappable, Capt. Chaos, leading attacking elements of the elite, German 2nd Panzer Division. I led defending elements of the 70th Guard Rifle Division, 3rd Anti-Tank Brigade and the 16th Tank Corps. Both sides drew middling leader sets, with the Germans having slightly better quality. This was a monster of a scenario with large numbers of counters on only two map boards. Casualties were heavy from the start.

We used FOW (starting on game turn 7) consolidation, smoke/illum, excess initiative, hidden units, recon by fire, extended assault and tank riders optional rules. Also utilized, was this house rule: Standardized Movement for Mechanized Units - All mechanized units may move through clear hexes at a movement cost of only 1 movement point (MP) per hex, instead of 1 1/2. Add one to this cost if moving up, across, or down slopes hexes.

The initial two sessions (game turn 1) featured the immediate commencement of direct, AT and bombardment fire between advance elements of both sides along the east-west border of Maps 41 – the Soviet-held south – and 42 – the German-held North. The German task force was deployed in 3 large clusters of units on the both flanks and in the center. The right flank German staging area seemed initially to contain the most units, but hostile fire was initiated by the Wehrmacht column in the center. First blood was drawn by the defending Russians in the center with a lucky AT shot that eliminated a dug-in SPW platoon. An initial German armored probe in the vicinity of the 1-hex village located in Hex 41-1105, discovered the first of several minefields, which quickly resulted in the elimination of a platoon of Pz-IVF2 tanks. Another pair of step losses was sustained by a charging Pz-IIIN unit that was hit by multiple armor piercing rounds. just west of the village. Toward the end of the turn the Jerries began probing on their left flank and promptly encountered another two minefields just below the small, 20-meter hill. The victory point tally now stood at: 12 for the Soviets, to 1 for the advancing German invaders. A combined FIVE combat 7-die rolls were thrown.

Our action packed, third session (game turn 2) featured the scrambling Jerries advancing into decisive range on both flanks and paying a heavy price for the real estate they gained, especially around the hamlet in Hex 41-1105. There were multiple exchanges of armor piercing, long-range DF and OBA fire along the leading edges of the Wehrmacht approach, as well as a pair of adjacent-hex firefights on the north margins of the small, 20-meter hill on the Russian right flank. The loss of 6 more German steps upped the victory point tally to: 18 for the godless Soviets, to 2 for the marauding German horde. A combined SIX combat 7-die rolls were thrown.

The fourth session (game turn 3) featured the Germans continuing to draw into decisive range in the center an on the Russian right flank hill positions. Surprisingly, only 2 Third Reich steps were lost, in spite of a considerable amount of opfire and long-range artillery strikes. Again a combined SIX combat 7-die rolls were thrown.

The fifth session (game turn 4) featured continued German movement to contact, adjacent-hex firefights and close assaults in the center and left flank, as well as very accurate OBA. A Soviet T-70 light tank platoon was eliminated by long-range 88mm armor-piercing fire opposite the Russian left flank. Also, the only Bolshevik 85mm AT gun unit was eliminated in an accurate Wehrmacht artillery strike. Steps lost this session were: 2 only German steps, and 6 Soviet steps. The updated victory point tally was now: 21 for the defending Soviets, and 6 for the onrushing Heer wave. Both sides combined for only FOUR combat 7-die rolls.

Our action-packed, sixth session (game turn 5) featured the Soviets finally moving into the better defensive positions that they should have had initially – they had been set up as close as possible to the historical footprint for this playthrough. It also featured the Germans switching to attritional tactics in order to increase Soviet step losses by way of multiple, infantry-heavy close assaults against smaller, but entrenched, Soviet garrisons across the board front. Oddly, the German right flank attack stalled in dug in positions, while the center and left flank approaches by 3-stack assault teams became invested in pinning the opposing Russians in place, thereby preventing forward artillery observation. Both sides suffered a reduction in initiative level during the 5th game turn. Unexpectedly, only a single Soviet and 3 German steps were lost this session.

The seventh session (game turn 6) featured the fiercely-contested continuation of 4 German close assaults, 3 against entrenched Soviet defenders, and one more in the embattled 1-hex village. No breakthroughs were achieved by the Germans this session. Only a single Soviet and 4 German steps were lost this low-mobility session.

Our 8th session (game turns 7-8) featured the end of the German movement to contact and continued heavy fighting in the 4 close assault hexes. Steps losses mounted more slowly than before, as there was a great deal of morale recover activity. The Soviets lost 2 additional steps, while the Germans lost 3, with no appreciable gain in real estate, and no further reduction in initiative levels.

The ninth session (game turns 9-10) featured the Germans successfully taking the 1-hex village on Map 41 by cold steel assault, driving out the remnant Russian garrison. Step losses this session were only 2 for the Germans, but the Soviets lost 5. The updated victory points were now: 35 for the Soviet, to the German total of 17, plus the village. There were still three close assaults to be resolved, but the entire Soviet crash boom field gun contingent was now debating the dialectic with Karl Marx in the infernal regions. Our tenth session (game turns 11-12) was a very grim one for the surging Wehrmacht attackers with another 11 steps lost, to only a single Bolshevik step eliminated. Jerry infantry drew into decisive range adjacent to the 1-hex village (Hex 41-1105) in hopes of pushing the battered Soviet defenders further south and up the lower slopes of the largest hill mass on Map 41. Almost simultaneously, an overeager Pz-IIIN stumbled into another minefield while maneuvering to support a combined arms attack on the adjacent, 2-hex, 20-meter hill. The following turn, a Pz-IIIJ maneuvering for position to support a developing German left flank advance, was hit & lost a step. The revised victory point tally was now: 46 for the Soviet, to the German total of 18, plus the village.

The eleventh and final session (game turns 13-14) was characterized by frustration for the Germans who fell into an additional pair if minefields and decided that it was impossible to achieve a victory, so by default the Soviets gained a victory in this brutal slugfest of a scenario. There were a total of 8 FOW-shortened game turns.

I give this one an enthusiastic rating of 4, and recommend it for both SOLO and SHARED play.

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