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 VII: Struggle for Sirtsev
Burning Tigers #37
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany Grossdeutschland Division
Soviet Union 112th Tank Brigade
Soviet Union 3rd Mechanized Corps
Display
Balance:



Overall balance chart for KRBT037
Total
Side 1 0
Draw 0
Side 2 2
Overall Rating, 2 votes
5
4
3
2
1
5
Scenario Rank: --- of 940
Parent Game Burning Tigers
Historicity Historical
Date 1943-07-07
Start Time 13:00
Turn Count 18
Visibility Day
Counters 125
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 2
Total AARs 2
Battle Types
Delaying Action
Exit the Battle Area
Hill Control
Urban Assault
Conditions
Entrenchments
Minefields
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Smoke
Scenario Requirements & Playability
Burning Tigers Base Game
Introduction

With Operation Citadel already seriously behind schedule, the Grossdeutschland division commander, Generalmajor Walter Hörnlein, knew they had to break through the second defensive belt today. Before dawn the engines of the panzers came alive and the grenadiers made ready for combat. Task number one for of the panzer grenadier regiment: secure Dubrova, which withstood their best efforts yesterday. After that, seize Sirtsev.

Conclusion

The fully-deployed panzer regiment rumbled into a minefield thus stopping all forward progress for a time. Once extracted, enemy armor appeared creating new difficulties. Nonetheless, they eventually cleared Sirtsev securing the right flank, but a determined stand by the newly-arrived Soviet 112th Tank Brigade on Hill 230.1 took a while to deal with. A mistaken report that Verkhopenie had fallen to the Fusilier Regiment brought short-lived elation in division headquarters, but they soon realized the fusiliers had captured Gremuchii instead. In the vast, poorly-mapped expanses of Russia this occurred with annoying frequency. Alternate orders began to issue across the radio.


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
  • Anti-Aircraft Weapon Carrier: apply a -1 modifier to an air attack if within three hexes of the targeted hex (15.14).
  • 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
  • Towed
Soviet Union Order of Battle
Army (RKKA)
  • Motorized
Guards
  • Motorized

Display Errata (6)

6 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 486

The Pz IVe appearing in the original Panzer Grenadier game had an Anti tank value of 4-7. As of Afrika Korps (2002), continuing onward through the 3rd and 4th edition games, the anti tank value has been 4-4.

(plloyd1010 on 2016 Jul 25)
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 484

Liberation 1944's Tiger movement and armor ratings are backwards. They should be Armor 7 and Movement 5.

(petermc on 2014 Feb 14)
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)

Stroke and counterstroke
Author Retiredgrunt17
Method Solo
Victor Soviet Union
Play Date 2017-11-05
Language English
Scenario KRBT037

The Soviets gambled, giving up most of map 42 from the outset, gambling on holding the high ground with dug in AT strongpoints. It looked to backfire as the Germans rolled across and at first, started to make headway. However, the Soviets got the first two aircraft, which wrecked an infantry attack buildup. This set the Germans back as the Soviet AT fire did well also. The Soviets had held back their armor while the line held on, but not by a lot. On Turn 15 the Soviets unleashed all their armor in a head on collision with the German armor. The resulting furball ended with the Germans holding no ebjectives at game’s end. Soviet victory.

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Kursk: Burning Tigers, Scenario Thirty-Seven: Forgotten Success VII: Struggle for Sirtsev
Author JayTownsend
Method Solo
Victor Soviet Union
Play Date 2021-02-25
Language English
Scenario KRBT037

Kursk: Burning Tigers, Scenario Thirty-Seven: Forgotten Success VII: Struggle for Sirtsev

This was fun size scenario to play. The Germans have three victory objectives with a nice mix of armor types and Infantry. The Soviets have a nice mix of armor, anti-tank guns and Infantry as well as some entrenchments and minefields and a nice reinforcement group that fortunately enter the map on turn seven for me.

The Germans attacked the first group of town hexes on map 42 with half their Infantry and sent the rest forward with the armor to attack the hills and fixed Soviet positions trying to protect those fPzIIIs and ENG units, as they were sorely needed to help fight entrenchments, dug-in enemy units and clear minefields. Even so some were lost in the attempts.

The Germans never cleared the last town hex on map 41 and couldn’t clear all the 40-meter hill hexes either but managed to exit 10 steps counting the triple step Tigers but only achieved one out of three victory objectives, for a Soviet Minor Victory.

With that said, the Germans could have won at least a minor victory if they didn’t overlook the one lone town hex on map 41 and if they hadn’t tried to achieve all the victory objectives at the same time an concentrated on maybe one at a time. The Soviets reinforcements entered early on turn seven or they might have lost the hills. So many things to try differently next time for both sides, as the Soviets could also have setup differently and maybe not worried about a few German exited units. Fun scenario!

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