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 VIII: Bad Moon on the Rise
Burning Tigers #38
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 3rd Panzer Division
Germany Grossdeutschland Division
Soviet Union 11th Guards "Prikarpatsko-Berlinskaya" Tank Corps
Soviet Union 28th Antitank Brigade
Soviet Union 3rd Mechanized Corps
Soviet Union 59th Tank Regiment
Display
Balance:



Overall balance chart for KRBT038
Total
Side 1 3
Draw 0
Side 2 0
Overall Rating, 3 votes
5
4
3
2
1
4.33
Scenario Rank: --- of 940
Parent Game Burning Tigers
Historicity Historical
Date 1943-07-08
Start Time 11:15
Turn Count 22
Visibility Day
Counters 244
Net Morale 1
Net Initiative 2
Maps 4: 40, 41, 42, 43
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 206
AAR Bounty 165
Total Plays 3
Total AARs 2
Battle Types
Delaying Action
Exit the Battle Area
Hill Control
Inflict Enemy Casualties
Urban Assault
Conditions
Entrenchments
Minefields
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Smoke
Scenario Requirements & Playability
Burning Tigers Base Game
Introduction

Despite their grudging progress, the last three days ground down the proud Grossdeutschland Division as they had suffered horrendous casualties and fallen far behind schedule. The plan called for them to be breaching the third defensive belt today, while instead they struggled, still entangled in the second. Soviet reinforcements raced to fill the ranks of the fallen and plug gaps as they opened. The Germans needed to make the breakthrough soon or it would not come at all.

Conclusion

Before the Germans commenced their own attack, four burning panzers announced a preemptive Soviet attack, Grossdeutschland rallied, then turned the tables on the ambitious attackers, driving them back through Sirtsev from which they arrived. The Assault Gun Battalion drove off strong enemy counterattacks around Gremuchii, destroying 35 enemy tanks in the process. The force driving on Verkhopenie, despite taking a mauling from enemy armor on Hill 243, pushed on and eventually wedged itself into the eastern portion of Verkhopenie.


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
  • 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)
  • Self-Propelled Artillery: do not provide the +1 Assault bonus, even if closed-top (SB)
  • Anti-Aircraft Weapon Carrier: apply a -1 modifier to an air attack if within three hexes of the targeted hex (15.14).
  • 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).
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.
  • 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
Soviet Union Order of Battle
Army (RKKA)
  • Motorized
Guards
  • Motorized

Display Errata (8)

8 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 47

All SPW 251s have an armor value of 0.

(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)
Overall balance chart for 993

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (2)

An Irresistable Force
Author Retiredgrunt17
Method Solo
Victor Germany
Play Date 2017-10-05
Language English
Scenario KRBT038

This game was indicative of many of the battles of Kursk in that the Germans gained tactical superiority over the battlefield. The Germans had many successes at Kursk on a tactical level, but could never gain the upper hand strategically due to attacking with insufficient forces to be able to,penetrate the Kursk defenses to gain operational freedom.

Turn 1-4. The Germans pushed forward to spot Soviet positions to their front and left for direct fire and bombardment.

Turn 4-14. The Germans push in to the town. The Soviets counterattack with armor to the right of, and from behind the town. The Soviets in the town are eliminated and the on turn 11 Soviet reinforcements enter straight in to the center of the German attack. The Soviets are annihlated.

Turn.13-16. The Soviets throw all of their remaining armor in to the German left flank. The Germans take losses, but the Soviet armor is eliminated.

Turn 17-20. The soviets try to gain some hits with arty and direct fire, but it is insignificant. The Germans exit en masse.

The Germans, having pushed through map 42, chose to bypass the ridge with 20 and 40 meter hills entirely. The Soviets had their strongest infantry/artillery defenses here. Bypassing those, the Germans gained in not losing more units fighting and exiting, making up for the points not gained in taking the hill hexes.

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Kursk: Burning Tigers, scenario # 38: Forgotten Success VIII: Bad Moon on the Rise
Author JayTownsend
Method Solo
Victor Germany
Play Date 2022-04-22
Language English
Scenario KRBT038

Kursk: Burning Tigers, scenario # 38: Forgotten Success VIII: Bad Moon on the Rise

This scenario is really large even for a PG scenario but it has a lot of what you want in a Kursk battle. The Soviets have a lot of map area to defend, all the town hexes, 40mm hill hexes and prevent the German units from exiting off the north edge of the map which get various points depending on the type of units to exit. Also both sides get various points depending on the unit for eliminated steps.

The Germans roll in from the south and decide to take all the town hexes on both southern maps, which after some heavy fight, they achieved that goal with their massive forces. Then they decide instead of taking more loses to head down the middle of the four maps, taking out any Soviet units defending there, opening a corridor in the center to exit units off the northern edge of the maps, avoiding the town hexes on map 42 and many of the 40mm hills hexes on map 41. The German reinforcements enter on turn 6 and the Soviet reinforcements entered on turn 10. The Soviets counter-attacked with their reinforcement losing most of their armor while eliminating just a few steps of German armor in the counter-attack. The German many varieties of halftrack armor, are so weak and always need protection or to stay out of harm’s way, which isn’t easy.

By turn 17 or 18, I pulled the plug on this scenario, as it as was a Major German Victory already, something like 164 points to 75 points. The Soviets just have to much ground to protect and the Germans can pick and choose what objectives to go after. Still fun to play solitaire, as this is a long one and seemed to favor the Germans.

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