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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Then the Moment’s Gone
South Flank #22
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 3rd SS "Death's Head" Division
Soviet Union 10th Tank Division
Soviet Union 230th Separate Tank Regiment
Soviet Union 31st "Vislenskaya" Tank Division
Soviet Union 52nd Guards Rifle Division
Display
Balance:



Overall balance chart for KurS022
Total
Side 1 4
Draw 0
Side 2 0
Overall Rating, 6 votes
5
4
3
2
1
3.67
Scenario Rank: 290 of 940
Parent Game South Flank
Historicity Historical
Date 1943-07-09
Start Time 06:30
Turn Count 36
Visibility Day
Counters 167
Net Morale 1
Net Initiative 3
Maps 2: 36, 39
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 170
AAR Bounty 159
Total Plays 4
Total AARs 3
Battle Types
Delaying Action
Exit the Battle Area
Hill Control
Inflict Enemy Casualties
Urban Assault
Conditions
Minefields
Off-board Artillery
Randomly-drawn Aircraft
Terrain Mods
Scenario Requirements & Playability
South Flank Base Game
Introduction

Death’s Head Division was ordered to advance alone towards the Psel River with flank protection from its sister divisions. The Soviets were in the midst of reorganizing, and only a light screening force contested the advance. On the Soviet side, General Katukov was disillusioned after watching his carefully forged 1st Tank Army squandered piecemeal in a passive role. Thankfully for the Soviets, he would recover.

Conclusion

Lady Luck smiled on Death’s Head today when the division hit a reorganizing enemy and drove them back over the Psel River while suffering only light loses. When Krasnyi Oktiabr was wrestled from some guardsmen late in the afternoon, it appeared the long-awaited German breakthrough was at hand. But eventually the advance ran out of steam, and the moment was gone as strong reinforcements were transferred in during the night.


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
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable
  • Self-Propelled Artillery: do not provide the +1 Assault bonus, even if closed-top (SB)
  • 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).
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.
  • 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
Soviet Union Order of Battle
Army (RKKA)
  • Motorized
Guards
  • Towed

Display Errata (7)

7 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 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)
Overall balance chart for 1207

The movement shown on the counter is zero (0) but is listed as 8 just like the regular SdKfz 250 APCs.

(thomaso827 on 2016 Jul 11)
Overall balance chart for 1205

Should have direct fire value of 10-5 and an anti-tank value of 4-4. Values on the Kursk South Flank counter are for SPW-251/22.

(plloyd1010 on 2015 Feb 17)
Overall balance chart for 951

The reduced direct fire value in Kursk: Burning Tigers is 4-4.

(plloyd1010 on 2015 Jul 31)

Display AARs (3)

Scylla and Charybdis
Author Matt W
Method Solo
Victor Germany
Play Date 2014-02-15
Language English
Scenario KurS022

Ancient Greek mythology gives us the choice between two deadly dangers. KSF #22 does the same. In this scenario the Germans are given four objectives; kill Soviets, take towns/hills, exit the board and keep from dying. Two of the objectives are virtual locks (killing Soviets and taking the towns and hills), as the Germans start with a tremendous superiority in weaponry and morale. The problem is the potential to lose too many steps in the process.

With any reasonable effort the Soviets will have the chance to put some significant losses on the Germans. In my play the Soviets on one of the hills were able to counterassault and cause some significant losses (and the SU-76s, et al were able to cause a few quick tank losses) putting the Germans on edge. At this point a lucky Soviet shot with OBA or their mortars could give the Soviets the victory. Therefore in order to ensure the victory the Germans needed to push for the exit.

After 3-4 turns moving north it became apparent that the Germans would lose too many steps but be able to exit the requisite number of steps to meet their requirement, thereby locking down the victory. Seems, however, that the Soviets didn't get the memo. In pushing forward the Germans had decided to overwhelm the Soviet's western flank. The Soviets decided to give in to the exiting Germans and instead marshalled their remaining forces to attack back towards the hills. Unfortunately for the Soviets, the Germans had parked their SPWs on the hill that was being attacked and shredded the advanced RKKA and Guards infantry. The armor was led by the single remaining tank leader and that unit was hit by a couple Pz IIIJs working in a cross fire setup.

A number of choices in this one with a good deal of options for each side to pursue victory. While I feel that the scenario favors the Germans the Soviets are not forced into a static defense and they certainly have a decent chance to push for victory themselves. I do not, however, see a major victory possibility for either side. Nevertheless, a great time was had and the scenario rates a solid "4".

0 Comments
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And the Earth leapt skywards!
Author Proff3RTR
Method Solo
Victor Germany
Play Date 2016-03-01
Language English
Scenario KurS022

My First real dig into Kursk Southern Flank, before I start I have to say how much Ilike the counters that come with the module, I hope Northern Flank are the same.

0630hrs Hq Kg Baum 5th SS PzGr Regiment Totenkopf. at the time ordered the Kg attack from out of our previous holding area north towards the villages of Glasnikovka and the futher stae farm in the area of Petrovsk, on the left the Kg lead with the Tiger gruppe (10 Tigers) and the main part of Pz Gruppe Totenkopf (15 Pz IVH & 15 Pz III M) this gruppe had 10th kompanie III Abtielung (Gepanzerte) attached as infanterie support. on the right the remainder of III Abtielung moved toward the small rise on our front right flank with a view to set up a fire posistion ready to leap frog the Panzer gruppe, they were supported by a Pz III M Kompanie and 2 Zugs of Pz IVE. the center Gruppe was the whole I Abtielung 5th SS PzGR Regt TK with various attachments from the Aufklarungs Abtielung and had the role of grabbing the high ground in the middle of the Kg's boundaries.

The attack started well for the left flank, we advanced fast and had by 0730hrs cleared the small hamlet of Glasnikovka of all enemy forces (roughly a weak infanrty company) and had pressed on to the high ground to our front left, this was held by a reinforced company of Infantry backed up with ATR platoons and a 7.62 MM Zis3 battery, this battery had caused us our first casualties of the day, we lost 5 Pz III M (2 armour steps) to the fire from this battery before the 2 Tiger Zugs could bring it under fire and eleminate it. A counter attack by roughly 20 Russian AFV (10 SU-76 & 10 Grants) was also destroyed here by the Tigers and supporting fire from the Pz IVH Kompanie. in the same time frame the center attack slowly gained the high ground and I Abtielung started to organise itself to push on North. O the Kg's right flank the lions share of III Abtielung had started to make good progress when a whole Bolshievik Tank Brigade attacked them from the North, this prompted frantic request for more Panzer support as by 0745 all the Panzers attached to the Abtielung had either been knocked out our had pulled back (total 12 steps, 10 eliminated and 2 fleed as Demorolised). By 0830 the Kg's right flank was in disaray, the panzer Gruppe left thier attached Gepanzerte Infanterie kompanie on the high ground to dig in whilst the Tigers and Pz IV's moved to our right flank to stop the rampaging enemy armour, by 1215 hours the front was again quiet, no Russian armour was left to halt us, but our losses have been high and it is Kg's view we are to weak to proceed and reach the days objective, we have lost roughly 3 whole Panzer kompanies and the best part of 2 kompanies of grenadiers along with Halftracks and support weapons (42 steps).

I recommend we are allowed the afternoon to reorganise and try to get back into operation as many of the knocked out Panzers as possible and try a late afternoon advance to at least achieve the days objective sent by Division.

StandarteFuhrer Baum

Really good scenario, lots going on and not as one sided as it may look, the Germans have lots of fire power, but if Ivan can mass properly (as he did here) he can make the Germans pay for every step of ground they make, I only just managed to stop the Tank brigades rampage on my right, but lost pretty much all my panzers except the Tigers and 2 Pz IIIM Platoons, Really enjoyable.

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Like sheep before wolves
Author gulatum (Soviet Union)
Method Dual Table Setup + Voice Chat
Victor Germany
Participants davidthedad
Play Date 2014-08-24
Language English
Scenario KurS022

The special rules for this one did not help at all. No digging in. No more than one unit per hex. Blah blah blah.

My inability to conduct a fighting withdrawal also didn't help me much. I felt that I had no idea what I was doing the entire game. That's it.

Once the Russians broke, all they could do was run. They hardly ever recovered cohesion. This was a complete disaster.

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