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 VI: Rolling On
Burning Tigers #35
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
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
Display
Balance:



Overall balance chart for KRBT035
Total
Side 1 6
Draw 0
Side 2 1
Overall Rating, 7 votes
5
4
3
2
1
4.14
Scenario Rank: 66 of 940
Parent Game Burning Tigers
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
Breakout
Delaying Action
Exit the Battle Area
Urban Assault
Conditions
Minefields
Off-board Artillery
Randomly-drawn Aircraft
Smoke
Terrain Mods
Scenario Requirements & Playability
Burning Tigers Base Game
Introduction

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

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.


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)

Display Order of Battle

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

Display Errata (2)

2 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)

Display AARs (3)

Good Flying Weather
Author thomaso827
Method Solo
Victor Germany
Play Date 2015-09-13
Language English
Scenario KRBT035

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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Ghost Panzer rolls on
Author Retiredgrunt17
Method Solo
Victor Germany
Play Date 2017-11-06
Language English
Scenario KRBT035

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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Kursk: Burning Tigers, scenario #35: Forgotten Success VI: Rolling On
Author JayTownsend
Method Solo
Victor Germany
Play Date 2018-08-13
Language English
Scenario KRBT035

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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