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
Errors? Omissions? Report them!
Live and Let Die
South Flank #17
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 1st SS "Leibstandarte Adolf Hitler" Division
Soviet Union 242nd Tank Brigade
Display
Balance:



Overall balance chart for KurS017
Total
Side 1 7
Draw 1
Side 2 0
Overall Rating, 10 votes
5
4
3
2
1
3.4
Scenario Rank: 482 of 940
Parent Game South Flank
Historicity Historical
Date 1943-07-08
Start Time 06:00
Turn Count 16
Visibility Day
Counters 53
Net Morale 0
Net Initiative 2
Maps 2: 37, 39
Layout Dimensions 86 x 28 cm
34 x 11 in
Play Bounty 131
AAR Bounty 153
Total Plays 8
Total AARs 4
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Terrain Mods
Scenario Requirements & Playability
South Flank Base Game
Introduction

Having failed to take Malye Maiachki from its defenders, German staff officers spent the night of the 7th desperately searching for additional infantry to support the panzers. Very few were found and this did not bode well for the effort on the 8th. Nevertheless, at daylight the few panzer grenadiers available went in with great confidence in their own hard-won ability to get the job done.

Conclusion

All the worrying proved for naught, as the addition of the Tiger tanks allowed the grenadiers to prevail in the struggle for the village. Knowing that a counterattack could prove disastrous after the village was taken, the attack was relentlessly pressed forward and slow progress made northward. This relieved the pressure on Malye Maiachki and gave the Germans a jumping-off point for tomorrow’s operations.


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)
Guards
  • Motorized

Display Errata (4)

4 Errata Items
Scen 17

In the SS Order of Battle, PzIIIf should be PzIIIg.

(rerathbun on 2014 Feb 07)
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 (4)

Kursk South Flank, scenario #17: Live and Let Die
Author JayTownsend
Method Solo
Victor Germany
Play Date 2012-06-17
Language English
Scenario KurS017

This is a smaller size scenario with two maps and 16 turns. The Soviets are the defender with a smaller mixed force of: armor, infantry and support weapons which include a 76.2mm Gun & BM-13 Rocket Truck unit, and must defend the town hexes on map 37. The Germans are the attacker with a similar makeup of units but a stronger armor force, which includes: a Tiger unit and Infantry that can shot farther than one hex unlike the Soviet SMG which only have a range of one hex. Both sides have off-artillery and air-support.

This battle started with the Germans moving forward with a spotting unit or two, alongside their armor, as it had range on the Soviet armor. This is the first time I got to fire Grant tanks in Soviet colors, I have used them before in the PG series but in the British colors, either way pretty cool even if they are not a very strong unit, they sure beat the Soviet T-70’s which weren’t in this scenario. Both sides engaged in the armor battle and the Soviets were pretty much knockout as an armored battle-group but they did give the Germans some problems for 5-6 turns and took out a small dent of Germans armor.

Phase two of the battle has the Germans infantry and armor moving up adjacent to the town hexes of map 37 after firing a few rounds of off-board artillery in there and many rounds of direct fire. The Soviet Infantry now took a beating and in the end were ejected from the town and any surrounding hexes, at least 4-5 hexes away. The Soviets were able to inflict enough step losses to meet their minor victory conditions but the German met both of their victory conditions for a Major German Victory. End result, German Victory!

This is another fun scenario to play, as both sides have somewhat different victory conditions and time is not on the Germans side, so they must hurry and take a few more risks, which give the Soviets a chance as well. Good stuff!

2 Comments
2013-01-04 08:42

Jay, great AAR. I just set this one up for a solo run. The setup calls for 1x Pz III F, but the counter mix only includes a G and several Js (unless I lost something.). The G will have to do... Did you have the same issue?

(edited 2013-01-05 02:24)

Goshawk, you are correct, that is errata, there is no PzIIIF counters in KSF only a PzIIIG, which is what I used. The only difference is a 2-7 AT vs. a 3-7 AT.

You must be a registered member and logged-in to post a comment.
Fairly easy German win
Author petermc
Method Solo
Victor Germany
Play Date 2014-02-14
Language English
Scenario KurS017

Solo game, I defended forward with a dug in line of a few Russian SMGs, in order to push back the German setup a few hexes. This is a debatable ploy...arguably not worth it, although I only ended up losing two steps in the retreat to the town.

The game was fairly tense for the first 6 turns as the Germans cautiously moved forward and let their firepower force the action. I kept Russian tanks at a safe distance mostly, with a few dug-in blockers. The various back and forth firing ended up taking down 7 German steps (but 10 was needed for a Russian minor).

The Germans closed in on the town and it looked like a potential bloodbath and a very difficult assault, but as time wore on any Soviet unit that wasn't infantry got Xed or routed and the Germans were able to launch massive 24 and 30 FP assaults (with Engineer support) into the town hexes (once the AT guns are gone, the German halftracks can really boost an assault stack).

After only 2 turns of assaults the Germans cleared the town by turn 12 and the rest of the Russian force (not much) melted away quickly. I played out the last 4 turns simply hoping for Russian air attacks to inflict step losses (that didn't work).

I'm not sure about balance here...16 turns didn't seem like much and the Russians have a ton of stuff. They can try strategies I didn't (my play was probably average at best). On the other hand, the Germans won it pretty easily in essentially 12 turns of cautious moving, firing and assaulting. So to be fair I'd rate it pro-German right now, but not horribly so. The Russians have a ton of stuff to play with so as the defenders they will have an impact on the outcome.

0 Comments
You must be a registered member and logged-in to post a comment.
I Blame Goering
Author gulatum (Germany)
Method Dual Table Setup + Voice Chat
Victor Draw
Participants davidthedad
Play Date 2014-02-18
Language English
Scenario KurS017

This was a fun little scenario, a real thinker.

Early demoralizations, in part, cost me this game- in the third or fourth turn, i threw two elevens in a row during a simple morale check, and consequently my machine gun and one of the infantry saw little action, and I had to continually re-arrange the positioning of my officers to get my guys recovered. Then i blundered when faced with the choice of getting a tank out of an assault or initiating other assaults. I went on the offensive, and lost the tank. I took the town easily, but couldn't clear out the field.

I definitely felt the pinch that they talked about in the scenario description- I had motorcycles, sure, but they don't give the column shift for mixed arms assault.

0 Comments
You must be a registered member and logged-in to post a comment.
Little kessel
Author ParaMarine (Germany)
Method Face to Face
Victor Germany
Participants unknown
Play Date 2015-08-16
Language English
Scenario KurS017

Playing against my friend who is new to the system. He elected to play the Russians for this one.

The Soviet force deployed imfantry mostly in the town, with the artillery and rockets forward and tanks in reserve to the rear. My Germans began with mortars on the hill with the combined arms force ahead to its rear, with a steong line of tanks on line with the hill.

The battle began with an artillery duel between the OBA, mortars, and the Russian rocket detachment. The bombardment was inconclusive, so the Germans decided to move their panzers forward. In a short amount of time, the soviet artillery was destroyed by the advancing panzers. The Soviets followed up with a counterattack on the eastern side. There was a good exchange of casualties amongst the panzers and Soviet Grants, but this only allowed the combined arms force of infantry, motorcycles, and panzergrenadiers to advance on the town.

By the time the Soviet tank attack had fully committed, the casualties had already gone in favor of the Germans. This allowed the Panzers to,divide their forces betweem holding off the remaining tanks, and isolating the town. From there it was a slog through the streets of Malye Maiachki. The firepower of the German troops was decisive, and combined with successful isolation of the town, all resistance was eliminated or driven back by 0800.

The report made to the 242nd Tank Brigade was clear: Utilize tanks as a cohesive force at a decisive point, and do not deploy your artillery in the front line.

0 Comments
You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!
Page generated in 0.39 seconds.