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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Pushing Hard
South Flank #14
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 2nd SS "Das Reich" Division
Soviet Union 2nd Guards Tank Corps
Display
Balance:



Overall balance chart for KurS014
Total
Side 1 3
Draw 0
Side 2 5
Overall Rating, 11 votes
5
4
3
2
1
3.36
Scenario Rank: 523 of 940
Parent Game South Flank
Historicity Historical
Date 1943-07-07
Start Time 08:30
Turn Count 18
Visibility Day
Counters 53
Net Morale 0
Net Initiative 1
Maps 2: 36, 39
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 130
AAR Bounty 147
Total Plays 8
Total AARs 5
Battle Types
Hill Control
Inflict Enemy Casualties
Urban Assault
Conditions
Entrenchments
Minefields
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
South Flank Base Game
Introduction

Morning saw the Death’s Head Division again trying to drive the Soviet defenders over the Lipouyi-Donets River. With the Red Army’s 375th Rifle Division having proved too tough a nut to crack, the brunt of today’s attack fell on the 2nd Guards Tank Corps farther to the north.

Conclusion

In sixteen hours of methodical combat, the Soviets were pushed over the Lipouyi-Donets River. With the conclusion of this action, II SS Panzer Corps would finally find some relief from the constant attacks on its flanks.


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).
  • 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
  • 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)

Display Order of Battle

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

Display Errata (3)

3 Errata Items
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 408

The Units in Beyond Normandy were misprinted with a movement factor of 5. The movement factor should be 8.

(rerathbun on 2012 Mar 21)
Overall balance chart for 408

Liberation 1944's counters are mislabeled 'PzIVF2.' The counter's ratings are correct (Armor 5, Move 8, DF 11-6, AT 6-8).

(rerathbun on 2014 Feb 14)

Display AARs (5)

A Steady Strike Up the Middle
Author davidthedad (Germany)
Method Dual Table Setup + Voice Chat
Victor Germany
Participants gulatum (AAR)
Play Date 2014-01-22
Language English
Scenario KurS014

3 PzlllJs, a HMG, a SCH and a leader on the left, then again the same on the right with everybody else coming up the middle. The Schars leading the way, 3 schars in 3 rows leaping ahead searching for mines with each action segment with the PzlVF2s and the PzlVH holding back at the edge of the field until the way was cleared for quick movement. At 09:15 3 minefields were discovered in the southern field bordering our middle. Our Schars moved to the right while still advancing along the trail, the center tanks moved up and over to investigate the field while a scout infantry unit found 2 entrenchments manned by 3 SMGs and a t-34b, a 76.2 and a KMS. This was too large a force to attack since it would be too costly in time and men to bother with so the Hmg, Schar and a PzlllJ remained in the field but outside the line of minefields to make sure the Soviet force could not maneuver behind the German main force still moving forward. The units on the left discovered a lone T-34b defending the hill shaped as a peanut. It retreated along with the Soviet Infantry and T-34c that was defending the town to the left of the trail as The German infantry began encasing the town. The Schars continued advancing along the trail encircling 3 Soviet tanks and an infantry unit on the eastern hill and once the hill was in German hands the tank rolled on top and quickly dominated the battle for the hill. The rest of the Soviet force was so badly misplaced that their only solution was to leave the field of battle.

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Kursk, South Flank: scenario #14: Pushing Hard
Author JayTownsend
Method Solo
Victor Soviet Union
Play Date 2022-07-09
Language English
Scenario KurS014

Kursk, South Flank: scenario #14: Pushing Hard

This looks interesting on paper but with 18 turns and the German Infantry on foot with a lot Hill terrain and two towns to conquer, I couldn’t just wait around for the German armor to try and out distant shoot dug-in Soviet T-34s & T-70s at range. So I pushed my German armor forward, maybe too soon but Soviets made sure to knockout the long-barreled German PzIVF2s & PzIVHs first and let the weaker German PzIIIJ come to them, as they had the Dug-in Advantage and many times they got the Cross-Fire modifier and these were Soviet Guard tanks, so they also got the Armor Efficiency and got to fire twice.

The Germans needed some Tiger Tanks to help them out but none in this scenario, as they lost all their armor, which was a first for me. Sure the Soviet lost some as well but had enough left over to assist their Infantry and other weapon units. The German Infantry had to try and take the towns and hill without armor support and only their off-map artillery. They manage to take one town hex after getting through the minefields and pushed to the second and could not take in 18 turns or any of the hills for that matter. The Soviets come away with a major Victory in this one.

The Germans made several mistakes on this one. They attacked on too broad of a front, they closed with the Soviet armor too soon and they should have hit one town at a time. Still this is a difficult scenario for them, if the Soviet setup with the correct supporting, defense positions, the Germans will have to roll well if they want to have a chance to win!

I would probably rate this scenario a 3.5 so I rounded it to 4.0.

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Pushing Hard, But Not Hard Enough
Author rerathbun
Method Solo
Victor Soviet Union
Play Date 2012-08-29
Language English
Scenario KurS014

The Soviets set up first in this one, using the minefields to block the trail and setting up their tanks on the flanks for crossfire bonuses. The infantry sets up in front of the towns and artillery sets up on the hills to get the self-spotting bonuses.

With the Soviets trying to cover both sides, the Germans set up all in the south, ignoring the mined trail. They advance quickly, leaving behind a few units recovering from the effects of the Soviet artillery.

Once the Germans get spotters in range of the Soviet artillery (spotted when they fired), the German off-board artillery manages to suppress them with counter-battery fire. The German tankers move up quickly and overwhelm the Soviet armor in the south, destroying three of the Soviet platoons while losing one of their own. Now outnumbered, the remainder of the Soviet armor pulls back to the towns.

The German armor and infantry meet up and assault the defenders in the hills. Once the hills are nearly clear, they split off half of their force to attack one of the towns. The remainder clears the remaining hill hexes and heads for the other town. The group from the hill managed to clear one town, but the group that split off first just barely failed to clear the town in the north on the last turn.

The Soviets easily meet their minor victory condition (German step losses), while the Germans fail to meet theirs (clearing the towns). Had the Germans succeeded, they would have also met their major victory condition (clear town and hills). The scenario was very close, and could easily have ended in a German victory.

This is a pretty good mixed armor/infantry/artillery scenario.

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Not hard enough either...
Author patman
Method Solo
Victor Soviet Union
Play Date 2012-10-05
Language English
Scenario KurS014

The soviets gained a minor victory on the strength of contesting both the town hexes on the board at the end of the game. The Germans controlled the majority of hill hexes but that was not enough. I think this is a tough one for the Germans, given the quality superiority of Soviet armor, but I think some sub-optimal play early on for the Germans may have played a role too. I ended up not having enough infantry to support the attack on the southeast town, and we all know what happens when armor assaults towns alone. Overall, an OK scenario.

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Another Stupid Defensive Set-Up
Author gulatum (Soviet Union)
Method Dual Table Setup + Voice Chat
Victor Germany
Participants davidthedad (AAR)
Play Date 2014-01-22
Language English
Scenario KurS014

As the Russian, I did not expect the Germans to come right up the middle. I expected them to work the sides of the board, sneaking slowly through the fields. So, I laid what I thought would be a great ambush in one of the fields. It never happened. The Germans avoided the strongpoint and drove steadily on. All I could do was withdraw, withdraw, withdraw.

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