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 IX: Foregoing Good Sense
Burning Tigers #39
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany Grossdeutschland Division
Soviet Union 11th Guards "Prikarpatsko-Berlinskaya" Tank Corps
Soviet Union 67th Guards Rifle Division
Display
Balance:



Overall balance chart for KRBT039
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 1 vote
5
4
3
2
1
5
Scenario Rank: --- of 940
Parent Game Burning Tigers
Historicity Historical
Date 1943-07-09
Start Time 06:00
Turn Count 14
Visibility Day
Counters 123
Net Morale 0
Net Initiative 2
Maps 2: 40, 41
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 162
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Breakout
Delaying Action
Hill Control
Urban Assault
Conditions
Entrenchments
Minefields
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Smoke
Scenario Requirements & Playability
Burning Tigers Base Game
Introduction

Thanks to a weak start, Grossdeutschland faced a long list of objectives by the offensive's fifth day. They needed to drive the remaining enemy from Verkhopenie and then subdue Novoselovka. Plans called for the recon battalion to clear Hill 260.8 and dig in in order to isolate the Soviets in Verkhopenie before the main force struck them.

Conclusion

The recon men did their job, enabling the last houses of Verkhopenie to be cleared by 0900. This freed the panzers to move swiftly northward, leapfrogging the recon battle group. Foregoing good sense the Soviet 86th Tank Brigade charged forward against the longer-ranged German tanks in open terrain where they didn't stand a chance.


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
  • 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.
  • 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
Soviet Union Order of Battle
Army (RKKA)
  • Foot
  • Leader
  • Mechanized
Guards
  • Motorized

Display Errata (4)

4 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 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 912

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (1)

Grossdeutschland bogged down
Author Retiredgrunt17
Method Solo
Victor Soviet Union
Play Date 2017-11-03
Language English
Scenario KRBT039

The Germans never really got going. Due to the relatively small order of battle compared to the Soviets, exiting units wasn’t a goal.The Soviets held Verhopenie on map 40, and it took a while to secure that town, while trying to get. A good grip on the ridge on map 41. The Soviet arty was effective while the germans we’re multitasking, causing a good deal of disruption. The Soviet arty continued to cause problems as both sides got air, which caused some damage on both sides. The Germans never got the edge, and did not gain a single objective.

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