Recon on the Run South Flank #10 |
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(Attacker) Germany | vs | Soviet Union (Defender) |
Formations Involved | ||
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Germany | 1st SS "Leibstandarte Adolf Hitler" Division | |
Soviet Union | 22nd Guards Tank Brigade | |
Soviet Union | 51st Guards Rifle Division |
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Overall Rating, 15 votes |
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3.47
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Scenario Rank: 439 of 940 |
Parent Game | South Flank |
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Historicity | Historical |
Date | 1943-07-06 |
Start Time | 18:00 |
Turn Count | 10 |
Visibility | Day |
Counters | 44 |
Net Morale | 0 |
Net Initiative | 1 |
Maps | 1: 37 |
Layout Dimensions | 43 x 28 cm 17 x 11 in |
Play Bounty | 117 |
AAR Bounty | 129 |
Total Plays | 14 |
Total AARs | 8 |
Battle Types |
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Inflict Enemy Casualties |
Urban Assault |
Conditions |
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Minefields |
Scenario Requirements & Playability | |
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South Flank | Base Game |
Introduction |
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Second SS Panzer Corps had penetrated seven miles into the Red Army’s positions, and more importantly they had breached the second Soviet defensive belt. That was not enough for headquarters, so even with darkness fast approaching the village of Teterevino was ordered secured. The order was well-received as the village offered the safest place in miles for the warriors to rest while maintenance personnel attended to the vehicles. |
Conclusion |
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Elements of Lifeguard Division’s reconnaissance battalion attempted to sweep into the village before nightfall, but the fighting was sharp and short with the Soviets prevailing. The Germans therefore performed their ritual nighttime hedgehog routine just outside the village. All night long Soviet armor harassed the Germans with feinting attacks, making sleep difficult for the weary invaders. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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5 Errata Items | |
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Scen 10 |
The scenario calls for a PzIIIF for the Germans. There's no PzIIIF in the counter mix. There is one PzIIIG. I used that instead. (J6A
on 2012 Aug 26)
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Scen 10 |
In the SS Order of Battle, PzIIIf should be PzIIIg. (rerathbun
on 2014 Feb 07)
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The reduced direct fire value of the SS HMG is 5-5 in Beyond Normandy and Road to Berlin. (plloyd1010
on 2015 Jul 31)
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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)
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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)
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Running into a brick wall |
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This is another quick, 1 map scenario. The Germans have a light recon force backed by a couple of Tiger tanks trying to wrest control of a town defended by a Soviet force with tank support, artillery and ATGs. There is also a small minefield, which in retrospect, I think I placed poorly. The Germans only have 10 turns to dislodge the Soviets. Points are given for eliminating units of the other side, and for control of town hexes. The Soviets set up with a lot of infantry in the town along with the AT Gun and 76.2mm artillery. The mortars are in a field behind the town (this was a mistake, as it turns out). The tanks, an AT Rifle unit and some infantry are set up in the fields approaching the town. The Germans bring their motorcycle troops along the north edge of the map, while the bulk of their infantry moves through a patch of woods for cover. A smaller infantry force moves through the center. In the early going, the motorcycles attempt to swing around the northern field and only has 1 unit disrupted, while for the Russians, a T-34b takes out a step of SPW 251/9s. On the 2nd turn, the SPW 251/9 returns the favor, taking out a step of the T-34bs. Undeterred, the T-34b wipes out a PzII and a PzIIIG by rolling a 10 and 11, respectively. As the Tiger approaches the Russian T-34c, it bounces shots of the German tank's thick armor. The German Motorcycles continue their flanking move, causing the Soviets to shift some troops around in the town. I made a big mistake firing at the Tiger with the T-34c, as this left it in a position to be assaulted by German infantry and accompanying Kubelwagens, who destroy it completely. In addition, the SPW 251/9 wipes out a unit of T-70s before the T-34bs take them out. One of the SPW 250s is eliminated by AT fire from the town. At the end of 3 turns, the Germans have lost 11 steps (tanks counting double) and the Soviets 10. For the next several turns, the Germans work on encircling the town. The mortar in the fields is hunted down by motorcycle troops. In retrospect, I should have put this unit in the town for more protection, or at least closer to the town. This was essentially a free victory point for the Germans. The remaining Soviet troops in the fields pull back towards the town, except for the AT Rifle unit, which was reduced and demoralized and cowered in the wheat stalks. The Germans don't start their assault until turn 9, which was probably a turn late. I was a bit cautious, hoping to demoralize or disrupt some defenders before coming into town. The Tiger led assault is a mess, with most of the units on both sides being demoralized or disrupted. The Germans fare better on the south end of town, while on the north side the motorcycle troops are unable to overrun the 76.2mm batter thanks to the HMGs surrounding it. Both sides lose a step, so casualties are at 12 apiece. Alas, on turn 12, while they do demoralize several Soviet units and cause a couple of them to flee, the Germans are unable to wrest sole control of any town hexes from the Russians. Exhausted and short on ammo, they retire back to the fields for the evening. The Germans score 12 points on casualties, while the Soviets score 12 for casualties and 2 for controlling a town hex (the other 3 were contested). The +2 margin for the Russians makes this one a draw. This was a fun, quick scenario. I made some mistakes with the Russians, poor placement of the mortar, not pulling back the T-34c and placing the minefield where it had a minimal impact. On the other hand, the lucky die rolls to wipe out 2 full strength tank units in a turn really helped. For the Germans, I probably should have started assaulting the turn a town earlier. With overall superior troops, they probably could have controlled 1 or 2 town hexes at the end. A very enjoyable scenario! |
0 Comments |
Kursk South Flank, scenario #10: Recon on the Run | ||||||||||||
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An interesting scenario with a wide variety of units for such a small scenario! It is all about eliminating enemy steps and controlling the most town hexes. The Soviets setup in the defensive and the German enter the west edge of the map. The Germans could just sit back and fire away with the Tiger but with only ten turns and a one shot half platoon of Tigers the Germans would lose so they must be aggressive but they have a lot of weak armor and soft-skinned vehicles other than the half Platoon of Tiger and no OBA so they most work their way around the flanks of the teeth of the Soviet defenses and in a hurry and then just charge ahead an risk it all. The battle turned into a barnburner and I doubt I could simulate the results I did again with a Minor German Victory as they had some critical 12, 2 dice rolls, got a crossed-fire bonus against some dug-in T34s and rolled a 6 or two in assaults. This normally would be a Soviet victory or draw 8 out of 10 times but not on this play. The Soviets control two town hexes and so do the Germans, The Soviets lost 14 steps and the Germans 10. A little luck once in a while can go a long ways. |
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0 Comments |
Failure in Aggression | ||||||||||||
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Once again the numbers looked like a walkover for one side, the Germans this time, proving I give too much credence to having a Tiger unit. Germans must take as much of a 4-hex town as possible with their recon unit, which includes a single step Tiger I unit, a Pz III (scenario says to use a IIIF, but none are present and the errata say to use a IIIG instead), a Pz II (I presume that one is a Lynx later model Pz II), halftracks with AA and AT guns, motorcycle infantry, halftrack and kubelwagen mounted infantry, an engineer and an HMG. Soviets have a T-34B, a T-34C and a T-70, along with a 76.2 and 57mm AT guns with their KMS tows, a few infantry, an HMG, a mortar and an AT rifle. I set up the Soviets in the town, with one T-34 out front dug in the fields hoping for a flank shot on passing German armor, the other T-34 and the T-70 dug in along with the mortar in the fields behind the town, and placed the mines at the 8 and 10 o'clock positions west of the town, the infantry and HMG in the north town hex, an infantry and the 76.2 in the western town hex, the 57mm and an infantry in the south town hex, and the AT rifle with the Major in the west where they could activate the rest of the town at once or react and assist in defending against assaults. Lady luck was not with the Germans today. They succeeded in taking out the forward T-34 quickly enough but not before it and fire from the 76.2 killed the Pz II. German infantry dismounted while the motorcycle troops moved to try to assault that forward T-34, and a good shot from the Sdkfz 251/9 took a step from that forward T-34 making it easier prey for the motorcycle troops to finish off the next turn. The SS were anything but aggressive as they moved towards the town. 10 turns isn't a lot of time to advance on foot and risk those mines, but it gets even worse when the dice turn against them and the German CO dies while the troops all around him are trying to organize the move from 2 hexes out to assault the first 2 hexes west and south in the town. Soviet anti-personnel fire from the two guns along with the infantry in the western 3 town hexes chewed up the Germans as they were desperately trying to regroup. The fire from the Tiger was having little effect while the second T-34 charged forward around the north side of town and the T-70 came around the south. The T-70 moved out just a little bit too far, anxious to get some shots at the unarmored German halftrack on that flank, and ended up losing both steps to a good shot from the Tiger, but time was running out and the Germans hadn't even made contact with the town yet. Game ended with the end of turn 7, the German infantry at 80% disrupted or worse, and the town's defenders still fully intact. I saw no way to crack that nut in the remaining turns, with a high probability that the Soviets would continue to pound the German troops while the Germans tried to recover. Great short scenario. |
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Another tough nut to crack | ||||||||||||
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This isn't an easy scenario for the SS, they have a small recon force of motorized infantry, armored cars and light tanks stiffened with half a platoon of Tigers, but no OBA. They are tasked with eliminating Soviet steps and taking a town. The Soviets have a small, balanced force of infantry, ATGs and tanks to defend the town. There isn't much to recount, it is a very short, fast scenario, but the crux of the problem for the SS is how to approach the town under fire in order to assault it. The Soviet ATGs make the armored cars and light tanks of limited use, most of them were destroyed before they could do much. The exposed infantry doesn't have enough of a numerical advantage to take the town before the end of the game. They really need artillery but its not available. Minor Soviet victory. |
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0 Comments |
Make 'em dance to your tune |
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A small but powerful Soviet force seeks to hold a town against a larger but fragile mobile force of German recon units. This scenario is short (10 turns) and the German has a bunch of odd units to contend with. The Soviets have a strong position but will find it hard to use their strength fully. This one plays as more of a puzzle. The Soviet player has a lot of powerful AT capability, 2 T-34s (Guards) a T-70 a 57mm and a 76.2mm as well as an ATR. The German has a lot of vehicles but, as befitting a recon unit, much of the force is light on armor and relatively high on speed, with the exception of one reduced Tiger. They do, however, outnumber the Soviets significantly. The puzzle is how to get this force to approach the town without experiencing high levels of loss in order to permit a win. The Soviets set up with their AT guns in the fields to the west of town and their armor and infantry in the town itself. The open space surrounding the town to the west provides ample killing ground as the Germans approach. By only putting a couple of soft steps in vulnerable locations I have limited the likelihood that the Germans will try a standoff approach. I want them to assault where my combined arms bonsues will give me column shifts and, with any luck, plenty of step losses. The Germans enter in two forces in order to draw fire. The first force consisting of leg infantry and the Tiger approach from the northwest. The Tiger is sent to skirt the fields to the north and the infantry digs into the fields to root out the AT guns. The second batch consisting of all the motley vehicular stuff (Pz IIs, Pz IIIs, SPW 250s, Kugelwagens, and the odd armored cars and SP guns) as well as the MTC company come onto the board in the southwest and use the woods for cover, waiting for the northern arm to do some damage. Just a quick note about patience. PG is a game that demands that the player be patient and avoid exposing their forces until the opportune time. I know this because I have lost more than one scenario due to a lack of patience. This lesson is never more important than in a short scenario where time pressure can force one to forget and rush into attacks underprepared. The Germans spend the first 5 turns of the scenario clearing the AT guns from the fields and hiding their more pwerful, fragile units in the woods with clear lines of fire to the town. The MTC company takes a trip around the south of the town to end up in the fields to the north, drawing fire from the T-70s and other troops in the town (permitting them to be spotted, drawing fire in a careful way gives you shooting rights!). The T-70 is then reduced to ash. The T-34s engage the Tiger which shows up north of town. On turn 6 the T-34s both shoot their entire fire at the Tiger and the accumulation of vehicles south of town rush to take advantage of the situation. They are taking a chance since, if the Germans fail to get the initiative on turn 7 they will be sitting ducks. They do, however, get the initiative and manage to get to the opposite side of town, out of sight of the T-34s who now must choose whether to continue to engage the Tiger or move to engage the softer vehicles. The T-34b doesn't get to think about it long however as the Tiger finally hits (it has a +3 AT fire against the T-34b in town) and it promptly demoalizes. The soft skinned vehciles approach the town and let loose with a dizzying array of direct fire, causing losses and demoralizations to the stunned defenders. The leg infantry which had been clearing out the fields advances to assault the western edge of the town and the Tiger continues to fire away at the T-34c. On turn 9, with one town hex having fallen to the Germans the T-34 moves to engage the soft skinned side of town and its fire does kill one tank step (a Pz III of all things) but it is too little too late. The Germans take one town hex and contest two others. The Soviet losses are significant, while the German losses are light. The final score is 17-6. I could perhaps have cut the lead to 14-6 by assaulting rather than just firing with the T-34 but at that point the writing was on the wall. The keys to the victory were, clearing out the AT gun screen in the fields without exposing any of the lighter units to fire, drawing the fire of the T-70 and destroying it from long range, keeping the Soviet attention on the Tiger while maneuvering the recon units to the opposite side of town. For the Soviets I would strongly suggest that the T-34b be "away" from the Tiger, wherever it may show up. The T-70 should be behind (in the eastern hex) the town, using the town terrain to shield it from the German fire. It is ultimately more important for the Soviet player to keep the AT threat against the soft skinned units as the German player will need their firepower to accomplish their goal. I know that the 3 points for the Tiger are very, very attractive but a 1/36 chance of a hit, without a crossfire, just isn't worth the turn or two given to the Germans to get around your flank. This is a good learning scearnio for combined arms tactics. There is a lot going on yet there are only a few units. It would be fine ftf for a short session (say a Skype play) but is probably even better as a solo play). I give it a 3 but a fun three neverthe less. |
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Playing by the rules | ||||||||||||||
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After two humbling defeats in a row against my opponent, I feel like I redeemed myself as the Soviet player in this short scenario. The Soviets didn't do anything interesting or unorthodox. The minefields were placed in the field near the town so that the Germans couldn't set up those murderous multi-hex fire groups. The infantry & HMG were positioned in front of the town to give them a bit extra reach and to allow them a hasty retreat. What was important is that I KEPT MY FORCES TOGETHER, with the exception of the two T-34 platoons. These guys presented enough of a threat to keep them mobile. The key to victory was simply this: The Germans came at the town piecemeal: the motorcycles along the north flank, the infantry behind the field, the various thin-skinned vehicles hid in the woods, and the Tiger charged straight at the town. Defensive fire took out a motorcycle platoon, and disrupted the other two; An SMG was able to rush into an assault against the Tiger on Turn 4. Long range AT fire took out at least one of the SPWs. Although that brave little SMG was going to be destroyed (due to two other vehicles coming to the rescue), the Germans lost heart on turn 5. There simply wasn't enough time to recover the troops and then set up an effective assault. |
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One Sided German Victory | ||||||||||||
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Set up the Soviets clustered around the town and used AFV's (and one riding SMG unit) to fend off the German AFV's. For the Soviets, their successes were destroying the Tiger unit and wiping out some APC's and Kubelwagons with AT fire. Once the Germans got close to the town, their numbers overwhelmed the remaining Soviets. Germans ended with all of the town hexes and a 10 step advantage in step losses for a major German victory. The Germans have more units and higher mobility thanks to the APC's (some of which have very high direct fire ratings) and Kubelwagons. And in this game the fortunes of war (and six sided dice) definitely was on the German side... . Not sure what other options the Soviets have besides keeping a hedgehog defense near the town. Was still a lot of fun and am looking forward to more Kursk scenarios! |
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brave comrades hold off huns | ||||||||||||||
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soviets set-up in town with a few troops dug-in the brush fields. |
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