Forgotten Success VI: Rolling On Burning Tigers #35 |
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(Attacker) Germany | vs | Soviet Union (Defender) |
Formations Involved | ||
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Germany | 11th Panzer Division | |
Soviet Union | 1440th Self Propelled Artillery Regiment | |
Soviet Union | 245th Separate Tank Regiment | |
Soviet Union | 27th Antitank Brigade | |
Soviet Union | 67th Guards Rifle Division |
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Overall Rating, 7 votes |
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4.14
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Scenario Rank: 66 of 940 |
Parent Game | Burning Tigers |
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Historicity | Historical |
Date | 1943-07-06 |
Start Time | 07:30 |
Turn Count | 15 |
Visibility | Day |
Counters | 79 |
Net Morale | 0 |
Net Initiative | 2 |
Maps | 1: 43 |
Layout Dimensions | 43 x 28 cm 17 x 11 in |
Play Bounty | 139 |
AAR Bounty | 159 |
Total Plays | 7 |
Total AARs | 3 |
Battle Types |
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Breakout |
Delaying Action |
Exit the Battle Area |
Urban Assault |
Conditions |
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Minefields |
Off-board Artillery |
Randomly-drawn Aircraft |
Smoke |
Terrain Mods |
Scenario Requirements & Playability | |
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Burning Tigers | Base Game |
Introduction |
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Pressing for more progress, corps headquarters ordered 11th Panzer to continue their northward advance at first light. Air support had been missing in action on the previous day as the planes were diverted to aid the politically-better-connected II SS Panzer Corps. With no German aircraft to threaten them, long-range Soviet artillery batteries rained shells down on the division's rear-area services. Eleventh Panzer's combat elements moved out anyway to face the same Guards they'd driven out of Cherkasskoye the day before, hoping for better support. |
Conclusion |
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The Germans drove through the defenders once again and reached the Lukhanino River. When 3rd Panzer Division reported the lack of a suitable crossing over the Pena River, the corps staff shifted their axis of advance to the northeast. A failed attempt to secure Dubrova marked the end of active operations for the day. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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2 Errata Items | |
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The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France. (plloyd1010
on 2015 Jul 31)
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The morale and combat modifiers of German Sergeant #1614 should be "0", not "8". (Shad
on 2010 Dec 15)
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Good Flying Weather | ||||||||||||
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Russians set up holding a 1-hex town and trying to block a move for a much larger force trying to open a path of 4 hex width from south to north, and exit 15 steps off the north edge of the board. Russians not in the town get to start dug in. Random air cover is available to one side or the other on the half hour, Germans get a +2 to their roll, high roll wins. I started out placing Soviet outposts in the fields dug in with an AT rifle on the German left flank, dug in AT guns to both sides of the town, mined the area between the town and the dug-in AT gun on the German right so that there was a canal that Germans would be tempted to move through, with was targetted by another AT gun, the Soviet Guard mortars, and an HMG. The 4 units of Soviet Grants were north of the road and outside of German AT range until the time looked right, then moved forward on the German left. I started out the German armor in a 'panzer glock' formation, the heavier armored Mk IVs forward, Mk IIIJs to either flank, then the lighter Mk IIIs and flampanzer in a second line, with the foot infantry moving up behind. The Germans get a 20mm AA and a 50mm AT gun that stayed limbered and towed for most of the game, but unlimbered and set up on the German left when the Soviet Grants moved forward. The Grants were extremely lucky and took out both steps of 2 Mk IIIs before the Mk IVs took them all out. Two Su-76s were set up in the fields to the German left but died early on as Germans got the initiative in time to get the first shot. Over the course of the game, the Germans rolled more 12s than I think I have ever seen in a single game, and the German air power made appearances with every opportunity, doing harm except for the last time. In one shot, a Stuka struck the Soviet held town, following a very good OBA shot that had demoralized the units in the town, and the Stuka not only finished off the remaining two steps, but the Soviet Major died when his leader loss roll turned up snakeeyes. By turn 9, the 4-hex wide lane was open, and by turn 10, the Germans got the 15 steps off the board, this after the German major with 2 Infantry units occupied the empty town. I spent the last few turns playing out direct fires and assaults trying to eliminate the rest of the Soviets or move a Soviet survivor into the 4-hex path, but although there were still troops remaining in the woods to the north, none were in any condition to threaten the path. The German armor formation really works well in this sort of scenario, and it was interesting getting the chance to try it. Great game. |
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0 Comments |
Ghost Panzer rolls on | ||||||||||||
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The Germans basically bum rushed the Soviet position after 4 turns of barrage and ranged fire. They suffered minor losses prior to engaging the Soviet positions in Cherkasskoye, and rolled through the town itself surprisingly quickly. The Soviets were doomed with continued failed morale checks. The German rolled through the town and smashed opposition behind the town for a major victory. This was more like Barbarossa then Citadel. |
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0 Comments |
Kursk: Burning Tigers, scenario #35: Forgotten Success VI: Rolling On | ||||||||||||
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Kursk: Burning Tigers, scenario #35: Forgotten Success VI: Rolling On The Germans have three objectives in this scenario, to achieve different victory levels or not. The Germans have a nice mix of forces and are heavy with tank units including an fPzIII which I just realized has a 6-1 range, as normally flame units have a zero range for assaults only. The Soviets have a mix of Guard and Regular Army units which include some Grant tanks and SU-76s. With only 15 turns the Germans must press hard and fast but it is a one mapper and both sides have off-board artillery and variable air-support as well as some minefields. The German lead with their armor, as they have a lot for this size of scenario and are follow closely behind by their Infantry and other units. The Russians take pot-shots along the route to the only town on the map which is well defended. The Soviets score a few hits on the German armor with Anti-Tank Fire and a few hits on the German Infantry with on board units and off-board artillery but the German numbers and strengths are telling and the Soviet lines crack. One big minefield hit with a three values slows the Germans for a turn but after that is was a complete victory by the end of turn fifteen with the Germans achieving all three of their victory objectives for a major victory. With that said, I enjoyed this scenario and the size and unit mix made it a winner. |
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0 Comments |