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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Forgotten Success I: Forward at Last
Burning Tigers #30
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany Grossdeutschland Fusilier Regiment
Soviet Union 210th Guards Rifle Regiment
Display
Balance:



Overall balance chart for KRBT030
Total
Side 1 4
Draw 0
Side 2 2
Overall Rating, 5 votes
5
4
3
2
1
3.8
Scenario Rank: 220 of 940
Parent Game Burning Tigers
Historicity Historical
Date 1943-07-04
Start Time 20:00
Turn Count 14
Visibility Day & Night
Counters 35
Net Morale 0
Net Initiative 1
Maps 1: 42
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 129
AAR Bounty 159
Total Plays 6
Total AARs 3
Battle Types
Hill Control
Rural Assault
Urban Assault
Conditions
Entrenchments
Minefields
Off-board Artillery
Smoke
Scenario Requirements & Playability
Burning Tigers Base Game
Introduction

The German Army High Command originally conceived Operation Citadel as a spring offensive. Hitler and his military advisors then displayed the periodic indecision that characterized the Nazi state, and as June passed the gathered troops sat idle waiting for a new unit or technology. They finally announced the new start date as July 5, but nobody believed it. The order came as almost a shock when the Fusilier Regiment received orders to secure Gertsovka to provide a place for the shock troops to assemble unobserved later that night.

Conclusion

Things did not start well for the Fusilier Regiment as both the commander (Col Kassnitz) and his replacement fell severely wounded in the fighting. Securing Gertsovka cost the 15th Company almost 33% casualties. Nevertheless, capturing the jump-off point did allow the shock troops and their supporting armor to move into their assembly areas unmolested until early morning when a heavy thunderstorm followed by a Soviet artillery bombardment wreaked havoc on them.


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)
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable
  • 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).

Display Order of Battle

Germany Order of Battle
Heer
  • Mechanized
Soviet Union Order of Battle
Guards
  • Towed

Display Errata (3)

3 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 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)

Display AARs (3)

Diminishing Returns
Author thomaso827
Method Solo
Victor Germany
Play Date 2015-08-29
Language English
Scenario KRBT030

This small scenario seemed perfect for a saturday morning solo shot. Russian guards are holding the town on board 42 against a German battalion supported by a StuGIIIG and 2 engineer platoons with 2 OBA batteries. A re-read of the victory condition points out that The Germans need not only to take the town but eliminate any Russian threat in limiting terrain east of the town. And this in gathering darkness so by the second half of the game, visibility shrinks to a point that OBA and even mortars are just about useless. I set up the two entrenchments, one adjacent to the town to the northeast of it, and the other in a field on the northeast side of the map, putting an infantry and an HMG in the outpost with a really good 10-1-1 Sgt, and an infantry and the ATR in the other one. The Russian 57mm AT gun I set up with the wagon in the western of the 2-hex woods with the two SMGs and a good LT in the eastern woods hex. The Russian mortars were set in the center town hex where they could spot for themselves and the last infantry with an Lt in the souteastern town hex. The Russian CPT was in the entrenchment just outside of the town. I placed 3 randomly drawn minefields outside the town so they covered every other hex from the northern road to the southern. When playing solo, I dont want to know what the mines factors are so they dont affect my decisions for the other side. As it turned out, the northern and central mines were decoys, but the Germans avoided themn and encircled the town anyway. The Germans came on in 3 groups, with the 2 engineer platoons in halftracks accompanied by the StuG in a northern group, the mortars in the middle to ake up position on the small central hill, and the rest in 4 stacks, with the Colonel and Major each leading a platoon of infantry and an HMG while the German Captain and LT came along with two infantry platoons each. The Germans entered ouside of range of DF for the most part, but the Russian AT gun opened up with long-range fire as the StuG went by, to no effect. As the German infantry moved to the south, they split up so the two senior leaders formed a southern pincer heading for the town, the armor and engineers forming the northern pincer, while the Captain and LT lead assaults on the AT gun position. The SMGs, not having fired before because of limited range, moved into the hex with the AT gun and fought in assault for several turns before starting a gradual reduction in strength as the Germans were able to replace demoralized or disrupted troops while the Russians could not. While the assaults continued in the woods, the German pincer succeeded in taking the town and then moving to assault the Russian entrenchment on the outskirts. Germans won the day as darkness grew, and the German armor and armored engineers were tasked with moving on that last outpost in the fields northeast of the road, but luck turned against them, and as turn 13 ended, the Russians were holding with no loss while the Germans were all demoralised. Since casualty points were not part of any victory condition in this scenario, I saw no need to continue in a fight that could not improve the German victory level. Germans won a marginal victory. Great little game.

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A Little, Goes a Little Way
Author Retiredgrunt17
Method Solo
Victor Germany
Play Date 2017-10-25
Language English
Scenario KRBT030

Neither side had a whole,lot to work with, but the Germans definitely have an edge. The Soviets took half of their u it's to hold the town and half to hold high ground. The odds of a Soviet victory are very slim, so it's a matter of limiting the German victory. The Germans don't take the bait in the town, going for the high ground instead. The Soviets are eliminated off the high ground and the Germans engage in the town, but run out of time before they can take the town. German victory.

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Kursk: Burning Tigers, Scenario Thirty: Forgotten Success I: Forward at Last
Author JayTownsend
Method Solo
Victor Germany
Play Date 2021-02-26
Language English
Scenario KRBT030

Kursk: Burning Tigers, Scenario Thirty: Forgotten Success I: Forward at Last

On paper it looks easy for the Germans but it turned into anything but that. I made rookie mistake in the beginning and lost a loaded German Halftrack with a HMG unit on board to a Soviet 57mm Anti-Tank Gun unit. The Germans finally cleared the limiting forest terrain east of the north-south road but could not clear the Gertsovka town hexes, they lost three more steps in the attempt while the Soviet only lost two steps total.

It was Minor German victory but it didn’t feel like it when I compared the step loses. The German only had to achieve one out two victory objectives to get a minor victory.

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