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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The Naked Warrior
South Flank #16
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 2nd SS "Germania" Infantry Regiment
Soviet Union 5th Guards Tank Corps
Display
Balance:



Overall balance chart for KurS016
Total
Side 1 2
Draw 1
Side 2 0
Overall Rating, 4 votes
5
4
3
2
1
3.25
Scenario Rank: --- of 940
Parent Game South Flank
Historicity Historical
Date 1943-07-08
Start Time 03:15
Turn Count 22
Visibility Day & Night
Counters 53
Net Morale 0
Net Initiative 1
Maps 2: 38, 39
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 137
AAR Bounty 159
Total Plays 3
Total AARs 3
Battle Types
Hill Control
Inflict Enemy Casualties
Urban Assault
Conditions
Entrenchments
Minefields
Off-board Artillery
Scenario Requirements & Playability
South Flank Base Game
Introduction

Stavka had decided that II SS Panzer Corps had come far enough, and worked out a complicated dawn attack to stop the German advance. Only one of the four tank corps involved on paper would actually be ready at dawn, but it made little difference as the Germans struck well before then.

Conclusion

The high ground around Belenikhino controlled the only decent road for miles, and therefore the supply capabilities of the combatants. SS Reich Division managed to push its way into the town before Company 10 encountered a well-fortified Soviet position and the men went to ground. At that point (according to the German version of events), Untersturmfurher Kruger rose and led Company 10 into the enemy positions, where the Germans emerged victorious in hand-to-hand fighting. The company then was forced to ground again and the company commander wounded. The unflappable Kruger then assumed command and attacked a T-34 tank blocking the company’s advance. In the fight he was hit by a rifle bullet in his pants pocket, setting off an incendiary grenade he was carrying. He promptly discarded his pants and underwear to keep things from getting even worse. Forgetting the war for a moment, he stopped to inspect things and thankfully found everything intact but a little worse for wear. This being his second wound of the day, he could have easily gone to the aid station but instead decided he really was one tough S.O.B. He led his men forward naked below the waist (except for socks and boots) to secure their objective. Just six days later he would die in the closing stages of Operation Citadel. The Soviet account of the day differs, so all that is really known is that when all was said and done the Soviets still controlled Belenikhino but 5th Guards Tank Corps had taken heavy losses while achieving little else.


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
  • Assault Gun: if closed-top, 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)
  • 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
  • Mechanized
Soviet Union Order of Battle
Army (RKKA)
  • Mechanized
Guards
  • Mechanized
  • Towed

Display Errata (1)

1 Errata Item
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)

Display AARs (3)

My opponent left the field before sunrise
Author davidthedad (Germany)
Method Dual Table Setup + Voice Chat
Victor Germany
Participants gulatum (AAR)
Play Date 2014-02-03
Language English
Scenario KurS016

The German forces started massed together in the southwest corner stretching to just beyond the western hills with the intention to move as a long lever clearing the southern half of the battle not leaving Soviet forces behind us as we moved North. The Soviets were not at all visible since the game is played Double blind with night vision of only 1 hex, Therefore the requirement that the Soviets place observation points was lifted until a unit was spotted. The German however still needed to observe the rule of placing observations points in the usual manner. At 03:45 the Germans had reached the road and secured the Western half of the southern section. At 04:00 a minefield was discovered on the road directly in front of the northern most town of the southern section slso Soviet observation point were noticed around the town. The Germans left a gap open along the western edge were existed N/S dividing line. Soviet forces tried to slide through this gap but were discovered by an officer sent over to investigate the area. The Soviet smg and infantry units were surrounded by 04:30 and removed. Near the town a Soviet T-34b and 3 infantry units were discovered, assaulting a dug in infantry a single german infantry unit was able to disrupt it. The Soviets assaulted back adding a leader and the T-34b destroying 1/2 the infantry unit and demoralizing it. However the Germans moved up into a death grip around the town and the Soviets left the field of battle. Since the rules of engagement change drastically for night battles, careful consideration must be used before entering into such battles.

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Long To Do List
Author Matt W
Method Solo
Victor Draw
Play Date 2012-09-10
Language English
Scenario KurS016

In this scenario a strong but not overpowering detachment of Germans must basically clear two boards of an understrength Guards battalion supported by a platoon of T34s. Adding to the fun are a couple of entrenchments and some mines. Oh, and, of course, they have to accomplish this without taking too many casualties.

The kicker is that the Soviets don't have the strength to be effective defending everywhere so they have to choose their spots. Mine chose to set up in two spots on the south board with an entrenchment on the hill furthest to the south, forcing the Germans to split their forces somewhat as the other forces were in a town. The key for this setup is that for a minor victory the Germans have to clear the south board and grab a majority of the hills+town hexes on the north board.

So the Germans entered entirely on the south board with the intent of clearing the board, taking control of the geography and then turning north to the large town where the bulk of the defenders were. The southern town fell reasonably quickly and those forces, including the platoon of StGs moved northward to start the attack on the town. Unfortunately the entrenchment in the far south took considerably longer to subdue resulting in an anemic attack on the town which quickly got bogged down (the Soviets had an 11-1-2 captain to help out their 7-0-0 major).

As an interesting sidelight, the quality of the SS leaderships was quite poor in this selection (very few modifers) and as a result even solid assaults bogged down as the attacking Germans often became disrupted or demoralized and had to reinforce the hex and recover multiple times.

As the wearing fight went on the Germans ultimately lost too many steps to keep the Soviets from their minor victory conditions and simply didn't have the time to completely destroy the Soviets and take the northern board geography necessary for a Major Victory so both sides got a minor victory and we have a draw for a result. The play, however, was fun so this is a perfectly acceptable scenario. The draw I obtained seems to be the likely result with two minor victories but the process of getting there is pretty entertaining. I give it a "3".

This one is perfectly playable in any format.

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Fumbling Around in the Dark
Author gulatum (Soviet Union)
Method Dual Table Setup + Voice Chat
Victor Germany
Participants davidthedad (AAR)
Play Date 2014-02-03
Language English
Scenario KurS016

The title makes this scenario seem a lot more fun than it really was...

I was frustrated by this one: I had no idea how to get the Germans to go where I wanted them to go (that sounds really stupid, now that I think about it) and more importantly, I didn't oppose the Germans on the hills close to the edge. They seemed to know where I was and refused to walk into my planned ambush.

And, yes, I ran screaming from the battlefield long before the sun came up.

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