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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Slip Sliding Away
South Flank #18
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 1st SS LSAAH Panzer Grenadier Regiment
Soviet Union 230th Separate Tank Regiment
Soviet Union 28th Antitank Brigade
Soviet Union 51st Guards Rifle Division
Display
Balance:



Overall balance chart for KurS018
Total
Side 1 2
Draw 0
Side 2 0
Overall Rating, 3 votes
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game South Flank
Historicity Historical
Date 1943-07-08
Start Time 06:30
Turn Count 16
Visibility Day
Counters 108
Net Morale 0
Net Initiative 2
Maps 1: 38
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 145
AAR Bounty 159
Total Plays 2
Total AARs 3
Battle Types
Delaying Action
Exit the Battle Area
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Scenario Requirements & Playability
South Flank Base Game
Introduction

Orders came down on the night of the 7th for SS Lifeguard Division to reorient its attack back towards Kursk and eliminate the troublesome Guardsmen at Bol’shoe Maiachki. This would allow the Lifeguards to establish contact with XXXXVIII Panzer Corps and finally secure one of their flanks. Leading the way would be 1st SS Panzer Grenadier Regiment.

Conclusion

First SS Lifeguards Division suffered 66 dead and 189 other casualties on this day alone, while Soviet loses were probably significantly higher but have never been released. Second SS Panzer Corps claimed 121 Soviet tanks destroyed for the day, offsetting their own losses in Operation Citadel to-date of 17 tanks written off and 100 awaiting repair. Despite achieving an overwhelming tactical victory at Bol’shoe Maiachki, the pivotal linkup with XXXXVII Panzer Corps was still another day away. This left Kursk a very long way off, with the window for victory closing rapidly.


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)

Display Order of Battle

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

Display Errata (3)

3 Errata Items
Overall balance chart for 439

All SS 75mm IG guns are direct fire weapons (black), not indirect (white).

(Shad on 2010 Dec 15)
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 912

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (3)

Heavyweight
Author Matt W
Method Solo
Victor Germany
Play Date 2013-08-31
Language English
Scenario KurS018

This scenario calls for a panzergrenadier regiment to take two towns, emasculate the defenders and send sufficient forces on across the battlefield to continue the offensive to connect the west flank of II SS Panzer Korps with their Army compatriots to the west. Facing them are a beat up Guards infantry battalion and a portion of an RKKA tank corps.

I am sure that there are people who would be more circumspect with their troops than I am. Certainly I am racking up some significant losses as the German commander (I lost 16 steps in this one providing the Soviets with their minor victory condition) but when given a goal (take the towns and exit units) I see little reason to husband my force. Having said that the Soviet success in causing losses was at least partially due to very favorable dice on opportunity, anti-tank and bombardment fire (despite abysmal luck in assaults, oddly enough). My losses were a bit high due to the Soviet marksmen but overall I feel that the result was reasonable.

The German flood hit the small town to the immediate front quickly and overwhelmed it. The defenders did, however, cause significant disruption and demoralization to the advancing Germans before becoming a mere bump in the road. Meanwhile the Soviet reinforcements set up in the fields northwest of the large town and filtered into the town itself. Included in the reinforcements were a large number of AT guns (76.2s and other lower caliber stuff). These guns made it difficult for the StGs to move towards the town to eliminate the Grants which had taken up position there. It was necessary for the infantry to move forward and assault the guns to keep them silent.

I have taken to using smaller detachments (a platoon or two) to accomplish these assaults. The goal is not to eliminate the guns, though that would be nice, it is to occupy them so that they can be ignored. Typically after the initial assault I do not continue to roll, forcing the defender to counterattack in order to free their weapons.

Having silenced the guns (and after losing an entire assault gun platoon, the Germans were able to address the larger town and with three turns left in the scenario (of 16 total), the Germans were able to focus on exiting units. The Soviets were reduced to some rag tag remnants and were incapable of stopping the exiting units despite mortar, OBA and direct fire (typically on the "4" column).

With two turns remaining it became apparent that the Germans would meet their exit requirements and the Soviets turned their attention towards the large town again. Several independent platoons attempted to rush the town but were checked by the town defenders through Opportunity Fire and assault at the edge of the town. There were simply too many Germans who had recovered from disruptions/demoralizations in the vicinity of the town to permit the Soviets a chance to get back in. The final result, German major victory versus Soviet minor victory. A fair result based on the play.

I give this scenario a "3". While there are a lot of forces on a small frontage (only one board) and the resulting carnage is interesting, there isn't a lot of maneuver possible and the Soviet player is very outnumbered and outclassed. This looks to be a tough one for the Soviets to win.

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To die without a purpuse is not honorable.
Author davidthedad (Germany)
Method Dual Table Setup + Voice Chat
Victor Germany
Participants gulatum (AAR)
Play Date 2014-03-01
Language English
Scenario KurS018

The Soviets desired to survive so they died without honor. They packed themselves into the town in the center of the battle field, the western fields and hills and died like cowards. They did nothing to stop the Germans from amassing overwhelming forces on 3 sides of the city inflicting heavy casualties in the first 2 hours of combat,which lead to complete demoralization of their command and a rapid withdrawal from the battlefield. A newly commissioned 2nd lieutenant could have led the Germans to victory.

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Pointless slaughter
Author gulatum (Soviet Union)
Method Dual Table Setup + Voice Chat
Victor Germany
Participants davidthedad (AAR)
Play Date 2014-03-01
Language English
Scenario KurS018

As the Russian, I was unable to stop the Germans at all. I foolishly tried a point-blank defense, waiting for the Germans to get up close to the town, but I didn't have the firepower to stop them. I should have somehow disrupted his formation as they approached, but I guess I was too afraid of losing troops out in the open. Instead I consigned them to die in the town.

My reinforcements were squandered in defending against an attack that never materialized. I had sent most of them to the field to stop the Germans from getting off the board. All those Germans just changed direction and headed for the town.

What I did gain from this complete and utter rout was a reconsideration of how I usually map out "missions" for groups of units. I have made the mistake of sticking to these "missions" even when the circumstances of the game have been radically altered. It's easy to say that as a commander one has to be receptive to the opportunities and necessities caused by the fluidity of battle; it's much more difficult to recognize when and how to apply this little bit of advice.

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