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
Errors? Omissions? Report them!
Drive on Ponyri IV: Standing Their Ground
Burning Tigers #23
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 216th Sturm Panzer Battalion
Germany 656th Panzerjäger Brigade
Germany 86th Infantry Division
Soviet Union 1023rd Rifle Regiment
Soviet Union 129th Tank Brigade
Soviet Union 1442nd Self Propelled Artillery Regiment
Display
Balance:



Overall balance chart for KRBT023
Total
Side 1 3
Draw 0
Side 2 0
Overall Rating, 3 votes
5
4
3
2
1
5
Scenario Rank: --- of 940
Parent Game Burning Tigers
Historicity Historical
Date 1943-07-06
Start Time 10:00
Turn Count 16
Visibility Day
Counters 128
Net Morale 1
Net Initiative 1
Maps 2: 41, 42
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 162
AAR Bounty 165
Total Plays 3
Total AARs 2
Battle Types
Breakout
Delaying Action
Hill Control
Urban Assault
Conditions
Entrenchments
Minefields
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Smoke
Terrain Mods
Scenario Requirements & Playability
Burning Tigers Base Game
Introduction

As the sun rose the Germans around Ponyri still faced a determined enemy who had thwarted their ambitions on the previous day. While headquarters paid close heed to the timeline, they knew the Wehrmacht operated at the end of a long supply line making losses hard to replace. Therefore, maneuver would be employed as well as frontal assault to prevent unnecessary casualties. The attack on Ponyri began using the men already in position around the village, while strong elements of the 86th Infantry Division circled to the left attempting to cut off the village from the south.

Conclusion

The plan looked good on paper and probably had a fair chance of success. However, the Soviets stood their ground stubbornly, exacting as well as paying a horrible price from the Germans for the three miles of ground surrendered. The Elefants again proved hard to stop, but the foot soldiers' sacrifices carried 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).
  • 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)
  • 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)

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 63

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

(Shad on 2010 Dec 15)
Overall balance chart for 54

The movement allowance on the counters in Airborne is misprinted. It should be "3."

(rerathbun on 2012 Jan 30)
Overall balance chart for 951

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

(plloyd1010 on 2015 Jul 31)

Display AARs (2)

Irresistible Force Met a Movable Object
Author Retiredgrunt17
Method Solo
Victor Germany
Play Date 2017-11-10
Language English
Scenario KRBT023

The Soviets circled the wagons around the town hexes. The Germans did not hold back a flanking force, instead electing to hit the Soviets with everything they had in one blow. The Brummbars and Elefants did very well in culling Soviet strength down consistently throughout. The Germans also got air on 5 turns. The Soviets just couldn’t hold under the relentless beating. They did manage to have a few units on the 40 meter hexes at the end. The Germans did cut a corridor through the map and take the town hexes for a German victory.

0 Comments
You must be a registered member and logged-in to post a comment.
Kursk: Burning Tigers, scenario #23, Drive on Ponyri IV: Standing Their Ground
Author JayTownsend
Method Solo
Victor Germany
Play Date 2018-04-23
Language English
Scenario KRBT023

Kursk: Burning Tigers, scenario #23, Drive on Ponyri IV: Standing Their Ground

Needing an Eastern Front fix, I decided to play a scenario from Kursk: Burning Tigers and finally getting to use my new die-cut counters for it as well. Not sure what to do with my old laser counters? But this scenario was perfect for what I was in the mood for, a Kursk scenario, two maps and a nice mix of counters, including: Brummbars, Elefants and Goliaths. All of which I have never played with on a PG battlefield.

The Germans have three victory objectives to try and accomplish to achieve different victory levels or defeats. They are; all town hexes, all 40 meter hill hexes and a five hex wide corridor from north to south. The Russians have entrenchments and minefields but kind of a thin line to defend all those German victory objectives. Both sides roll for air-support on even turns but the Germans have a modifier in their favor. The Germans also have two forces, one enters from the north and the other from the east on turn five or later depending on the dice roll.

The first five turns are very tense, as the Germans can’t wait for their reinforcements to come, to achieve getting a victory in 16 turns. The German StuGIIIG are weak for dug-in Soviet T34s and paid the price for it but the Elefant tanks are monsters for 1943 and blow away most the Soviet armor. I just kept them away from Russian Infantry. The Soviets did manage to takeout a German Brummbar unit with a nice roll on the dice of a 12 with a 85mm AT Gun which in turn was taken out by the other German Brummbar. Steps eliminated didn’t matter in this scenario, which I kind of liked, after all it’s a bloody Kursk scenario! But the German Infantry was taking a beating in the 40 meter hills until their reinforcement arrived from the east and directly into the 40 meter hills from the other side and with the help of the Goliath units the Hills and entrenchments were conquered. The Germans also easily opened a five hex wide corridor. But after getting these two victory objectives, it was far too late to attempt taking the city hexes on map 42, where the Soviets had rung in the city with minefields and a good amount of AT Guns and Infantry, which I didn’t even attempt as it was too short of time to organize my units and I was too short on German Infantry at this point. Maybe I put too much Russian resources into defending the city. I always thought the Soviet SU-122 deserved a 12 Direct Fire rating, not a lowly 10, as it is a 122mm gun after all.

So the Germans win a minor victory by getting two out of three victory conditions. On an enjoyment level, I would give this a 5 out of 5 rating and it was fun to finally get to use the Goliath units in game play.

0 Comments
You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!
Page generated in 0.225 seconds.