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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Swept Aside
South Flank #6
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 2nd SS "Das Reich" Division
Soviet Union 14th Antitank Brigade
Soviet Union 22nd Guards Tank Brigade
Soviet Union 51st Guards Rifle Division
Soviet Union 5th Guards Tank Corps
Display
Balance:



Overall balance chart for KurS006
Total
Side 1 1
Draw 1
Side 2 2
Overall Rating, 6 votes
5
4
3
2
1
3.83
Scenario Rank: 180 of 940
Parent Game South Flank
Historicity Historical
Date 1943-07-06
Start Time 09:30
Turn Count 24
Visibility Day
Counters 270
Net Morale 0
Net Initiative 2
Maps 4: 36, 37, 38, 39
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 205
AAR Bounty 159
Total Plays 4
Total AARs 3
Battle Types
Delaying Action
Exit the Battle Area
Inflict Enemy Casualties
Urban Assault
Conditions
Entrenchments
Minefields
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Terrain Mods
Scenario Requirements & Playability
South Flank Base Game
Introduction

By noon of the first day of the German assault, 6th Guards Army was in desperate straits and armor was ordered forward to support them. One of the formations involved was 5th Guards Tank Corps, which deployed their 200 tanks directly in front of II SS Panzer Corps with the intention of attacking the next day. General Katukov wanted the armor dug in and had a heated debate with Comrade Stalin and Marshal Zhukov over the matter. Then Voronezh Front Kommissar N.S. Khrushchev weighed in, and Stavka deferred to the men on the spot. Then, inexplicably, 5th Guards Tank Corps was sent forward to prevent SS Reich Division from occupying Luchki.

Conclusion

SS Reich Division plowed through the best the Guards could throw at them, with little delay. By lunchtime Luchki had fallen, but having no time for lunch the Germans wheeled to the right and advanced on Teterevino. II SS Panzer Corps’ drive was beginning to gain momentum and the Soviet second line of defense appeared to be breached.


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)
  • 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
Schutzstaffel
Soviet Union Order of Battle
Army (RKKA)
  • Foot
  • Leader
  • Towed
Guards
  • Motorized

Display Errata (5)

5 Errata Items
Overall balance chart for 439

All SS 75mm IG guns are direct fire weapons (black), not indirect (white).

(Shad on 2010 Dec 15)
Overall balance chart for 424

The reduced direct fire value of the SS HMG is 5-5 in Beyond Normandy and Road to Berlin.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 1207

The movement shown on the counter is zero (0) but is listed as 8 just like the regular SdKfz 250 APCs.

(thomaso827 on 2016 Jul 11)
Overall balance chart for 1205

Should have direct fire value of 10-5 and an anti-tank value of 4-4. Values on the Kursk South Flank counter are for SPW-251/22.

(plloyd1010 on 2015 Feb 17)
Overall balance chart for 912

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (3)

Chain of command
Author davidthedad (Germany)
Method Dual Table Setup + Voice Chat
Victor Soviet Union
Participants gulatum (AAR)
Play Date 2013-07-27
Language English
Scenario KurS006

When there is a large body of troops to command,the need to maintain a well coordinated chain of command is an imperative. I failed to maintain a chain of command in this scenario by dividing my forces by design, 3 advancing groups left, center and right, by movement advancing quickly too many of those who could take advance postions, allowing slow moving units to battle too early into the contest, and displeasing the gods of war since fog of war dice rolls of at least 16 ended many a turn. With 14 of 24 turns finished and needing at least 3 turns to put my forces together as an attacking force, 7 turns to transverse the remaining field of battle if there was no opposition. I surrendered the field of battle to the enemy.

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What's your Opponent's Morale?
Author gulatum (Soviet Union)
Method Dual Table Setup + Voice Chat
Victor Soviet Union
Participants davidthedad (AAR)
Play Date 2013-07-27
Language English
Scenario KurS006

The Kursk scenarios leave very little room for making mistakes; if you advance blunderingly, or if you set up clumsily, there's very little you can do to salvage the situation once the bullets start flying. As the defender in this one, I did my best to spread out the majority of my forces across the line of advance, allowing for maximum AT crossfire, on the second set of boards the Germans needed to advance onto. A suicide detachment was left in the town closest to the German lines. (These guys died to a man-about 16 steps, and only caused 1 step loss for the Germans!) And another rather large battlegroup was massed out of sight in the far field on board 36. I used minefield counters to seal off any approach on the outer flank of the big hill (four German infantry were caught up and shelled mercilessly in these minefields), and the other minefields, mostly dummies, were put on the road outside the town that would inevitably fall to the Germans. This little trick caused the Germans to swing wide of the town or go through it.

The Germans came at the Russians en masse on the flank opposite the fallen Russian town, but the forces that came through the town never really got their act togther after taking the town. The Russians managed to survive the German advance and even were able to counterattack in several assaults that nearly evened up the step loss count (Russians had lost 26; the Germans 22 or 24 by the time the German player conceded.) The Germans were losing their infantry steps at a prodigious rate... and the Germans seemed to be constantly trying to get into position for the following turn, not the current one. This was further exacerbated by the fact that EVERY turn ended with a fog of war roll of 16+! By turn 14 the German player was convinced the game was lost and declared a Russian victory.

I wasn't so sure of this. My line was thin- the only place I really had depth to my defense was in the field on board 36 where counterassaults were taking their toll on the Germans. If those Tigers had gotten into action, even my dug in T34's on the hill would have been mincemeat.

It turned out that in this playing, it was more important to break the opponent than to break his forces.

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Doin' the Wave
Author Matt W
Method Solo
Victor Germany
Play Date 2013-07-31
Language English
Scenario KurS006

Trips to the beach as a kid were almost always defined by the sand castle. No matter where we went the goal was to build a castle at the very edge of high tide, where the waves would come up to the footings of the castle but never sweep it away. More often than not, I was unable to adequately identify the tide line and watched in incomprehsion as the product of my labor was swept back into the sea, with what seemed to be sinister laughter as a soundtrack.

No doubt my Soviet tankers from 5th Guards Tanks Corps had similar experiences. If they haven't they now know what it is like. The wave of SS armor simply was too strong and the high tide line was well off the board in this case.

The Soviets set up in three lines, forcing the SS through messy terrain in two separate situations, with the idea of forcing the Nazi tanks into a killing zone in the middle of the boards, perfectly set up for crossfire, etc. In essence the Soviets were willing to tank a chance on heavy losses in order to keep the Germans on the board. The two large reinforcing groups were to be used to set up successive tank traps on the rear areas based on where the Germans made their effort.

The Nazis, however, looked at the setup and decided that to engage in a broad sense would be a mistake. They chose instead to throw their effort to the west of the board, capturing Luchki but forsaking the capture of Teterevino (the large town in the northeast of the playing area. To this end the armor was massed and what we saw was more or less a recreation of Murat's charge at Eylau. There was a little more to it than that as the Germans mounted a battalion on SPWs to provide support deeper into the Soviet positions which came to be very valuable in the later stages of the fight.

The failure of the Soviet position wasn't, however, that it didn't cause losses to the German tanks. Indeed, there were 20 step losses, aided by the large number of Pz IIIjs with a "4" armor factor and a company or so of Pz 747s (captured T-34As) with a similarly vulnerable "4" armor factor. What really ended the Soviet chance to win this one was the fact that all those arriving tanks eventually had to fire in order to stop the advancing German tanks. In doing so, they were spotted by the Tigers who shredded the final lines of Soviet tanks permitting the motorcycle troops, the mounted battalion and a large force of Pz IVs to ultimately exit the field thus ruining the Soviet goal of keeping less then 30 step values from exiting. Indeed this was accomplished by the Germans during the 22nd turn, in essence with time to spare. By this time the Soviets were reduced to trying to assault armor with soft targets which were then hammered with artillery leading to a shattered Soviet on board force and a substantial German force off board - a major German victory, despite the Soviets continuing to hold Teterevino.

This is a very, very good scenario and exciting to play. The only reason that I didn't give it a "5" is that it seems very difficult for the Soviet player to win. My Germans were in position for a major victory even before they started exiting units. Once they did I believe that the victory was by well over 70 points. Yet it was a great deal of fun so I'm not going to downgrade it too much. Those ones that I give a "5" are typically those that are just a much fun as this one to play but with a greater degree of tension in the play based on the victory conditions. So I give it a "4" for the fun. This is a great one for solo or face to face play. I would not think that it is well suited for PBEM since there are a TON of activations necessary.

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