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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Stopping the Onslaught
South Flank #15
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 2nd LSSAH Panzer Grenadier Regiment
Germany LSSAH Panzer Regiment
Soviet Union 242nd Tank Brigade
Display
Balance:



Overall balance chart for KurS015
Total
Side 1 11
Draw 0
Side 2 0
Overall Rating, 13 votes
5
4
3
2
1
3.23
Scenario Rank: 603 of 940
Parent Game South Flank
Historicity Historical
Date 1943-07-07
Start Time 12:30
Turn Count 12
Visibility Day
Counters 49
Net Morale 0
Net Initiative 1
Maps 1: 37
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 121
AAR Bounty 141
Total Plays 11
Total AARs 6
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Minefields
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
South Flank Base Game
Introduction

With its panzer grenadier regiments busy elsewhere, SS Lifeguard Division’s panzer regiment was forced to gather what infantry it could scrounge up in its effort to clear Malye Maiachki. The defeated Guardsmen had left the defenses there to the fresh 31st Tank Corps, which ordered Lt. Col V.P. Sokolov to deploy his 242nd Tank Brigade directly in front of the rampaging panzers.

Conclusion

While 242nd Tank Brigade proved unable to stop the Germans, they did a magnificent job of slowing them down. Becoming frustrated in their inability to drive the defenders from the village, the Germans simply went around it. It didn’t help as the defenders refused to be leveraged from the village, so the Germans called it a day. This performance by the Red Army was all the more impressive because 31st Tank Corps was just forming and contained no supporting arms for the tank brigades. This normally would put them at a terrific disadvantage, and shortly after Operation Citadel they would be pulled out of line to have support units attached.


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
  • 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).
  • 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
  • Motorized
Soviet Union Order of Battle
Army (RKKA)
  • Foot
  • Towed

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 (6)

Kursk South Flank, scenario #15: Stopping the Onslaught
Author JayTownsend
Method Solo
Victor Germany
Play Date 2012-07-14
Language English
Scenario KurS015

Kind of a cool looking scenario using one map, 12 turns, interesting units and victory conditions for controlling the four town hexes and eliminating enemy units, also a low unit/counter count. Good for a quick setup and game play!

The Soviet setup defending the town with a few minefields and the Germans enter in the south with the armor flanking to the left and the Infantry and some AT-Halftracks flanking to the right under the cover of some large fields. At first the German offense takes a few bumps, losing a few steps of armor right away to Soviet dug-in T-34s & Grant Tanks. After this, the German plan ran pretty well only taking a few more step losses while controlling the town. The Germans won a Major Victory! The Soviets main problems are the short range of their SMG Infantry defending the town and the fact that RKKA armor does not have Armor Efficiency, giving the Germans two shots to one. The Germans can blast away from range and have off-board artillery as well. The only thing to worry about is having only 12 turns.

It’s hard to rank this one, as I would like to give it a 3.5.

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Aggression Paid Off
Author gulatum (Germany)
Method Dual Table Setup + Voice Chat
Victor Germany
Participants davidthedad
Play Date 2014-02-01
Language English
Scenario KurS015

This was a good one to play- quick and dirty. The Russians had set up in the field, the town, and in a few foxholes interspersed between minefields. The Germans advanced within shooting range...

Russian T-34s stationed in the town took out a half tank platoon on the second turn of the game, but the Armor efficiency of the Germans proved devastating against them. Early in the game, the Russian Initiative modifier was reduced to zero. Despite a few ill-advised assaults by the Germans, they held things together and ground toward the town.

An attempt by the Russians to gain the crossfire benefit was negated by one of the few aggressive tank vs tank moves I have ever made: I used other tanks to charge right at the tanks that would have fired with the benefit! Having the initiative advantage was crucial to this making this tactic work, and it paid off.

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Roll up the Flank
Author Blackcloud6
Method Solo
Victor Germany
Play Date 2018-12-04
Language English
Scenario KurS015

An interesting scenario in that the Germans really don't have to take the town to win. They just have to force the Soviets into a fight, duke it out and cause more casualties. With their efficient tanks this could be done.

The Russians set up with a company of infantry in the town and one to each flank of the town, dug in to prevent an encirclement. the extremes of the flanks were protected by the Grants. The T-34s were forward in the fields to used the limited terrain and to prevent and approach through that terrain by the Germans. The mines backed that up by covering the clear terrain from the fields to the town.

The Germans chose to advance on their left, attack and roll up the Russian right and take a couple of town hexes if needed. But the goal was to kill Russians while keeping German losses down.

The Russian tanks fires in the first few turns was deadly as the T-34s took out some Pz IVs and then pulled back into the fields for cover. The Germans were concerned and pressed the attack. Their morale got bolster by killing the Grants to their front. The Grants proved to be nearly worthless and just gave points to the Germans.

The Germans did roll up the Russian right as the T-34s moved to the fields behind the town to protect the rear if the Germans tried to flank.

Once the germans rolled up the flank and killed a few morre tanks, they had a Major Victory racked up and thus decided to not tempt luck and just moved forward effectively by passed the town. The Russians tried for more kill in a feeble attempt to gain more points to lower the germ,an VC to minor or if real lucky, a draw. But the germans used smoke to cover their move. the game ended 25 to 17 in favor of the Germans.

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No, it's not a retreat, it's a major victory!
Author scrane
Method Solo
Victor Germany
Play Date 2013-09-18
Language English
Scenario KurS015

This was a pretty big tank battle for a 1-mapper. The soviets had elements of a tank brigade (grants and T34b's and c's) with which to hold a 4-hex town near some fields. The Germans had a battalion of tanks with companies of schutzen and motorcycles in support with which to take it.

The Russians put their T34s and some SMGs in the town and in a wood behind the town, and their Grants and some SMGs in the fields on the southeast flank.

The Germans attacked into the fields with most of their force, holding back half of their PZIVs as an assault force once the way to the town was open.

The fight in the field was a short range brawl as you'd expect. The Grants were pulverized but the SMGs held out nicely. Eventually the Germans committed their tank reserve to an end run to the east around the fields, hoping the mopping up in the fields would free up a few infantry to support them. The tanks drove into the teeth of the remaining T34s still holding the town and woods. Caught in a crossfire, the Germans lost half their remaining tanks and were thoroughly demoralized, deciding to pull back since they had inflicted significantly more casualties up to that point.

End result: Germans 36 VP, Russians 29 VP, a just barely a major German victory, but with a very bloody nose.

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tough assignment for Soviets
Author t1M0t8yk (Germany)
Method Face to Face
Victor Germany
Participants unknown
Play Date 2015-09-03
Language English
Scenario KurS015

I've been exposing PG to a lot of players since I started playing it myself about 1-1/2 years ago. Mike is yet another first-time FTF PG opponent for me.

I told him I thought the Soviets were a bit over-matched in this one. Tough to compete when the German armor has stronger AT numbers, greater range, armor efficiency, and matches the Soviet's numbers. Mike set up in the town and field. I brought my Pz IVs onto the west side of the battlefield, keeping my infantry back for now. I started picking off Soviet armor steps one-by-one as my superior tanks lived up to my expectations. A bit later I brought on the recon motorcycles, and finally my infantry.

By around turn 6 I was ahead 21 step losses inflicted to only 2. With remaining Soviet armor and a portion of the Soviet infantry is disarray Mike conceded. I told him I think we both are still learning how to defend effectively in PG. Mike is currently cleaning my clock in an email Vassal Elsenborn Ridge scenario where I am the defender.

I think this is a pretty good intro scenario because of the limited number of units and turns. It's also potentially a lot of fun for noobs because of the mix of tanks and infantry on both sides. Unfortunately though it seems lopsided in favor of the Germans. Sometimes that can be remedied by requiring one side to complete their task in less turns than the scenario specifies, but I don't think that approach changes much in this case.

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Happy hunting!
Author John_S1973
Method Solo
Victor Germany
Play Date 2022-12-30
Language English
Scenario KurS015

Soviets dug in T-34's and Grants in lines on both sides of the town, some in fields. AT gun in town with some of the infantry, with minefields in front. Germans did not capture a single town hex but they were all being assaulted except for one. German PzkpwIV's picked off the dug in T-34's and contributed to the town assault. Germans drove straight north and then flanked the town once the T-34's were eliminated. Off-board artillery and mortars not very effective due to most of the units being dug-in, AFV's or in the town.

While the Germans won big due to Soviet step losses, the Soviets did manage to delay the advance and frustrate the SS panzer grenadiers.

As with my previous solo play, I have treated assaulted victory hexes as being not controlled by either player.

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