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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Flank Security
South Flank #23
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 2nd SS "Das Reich" Division
Soviet Union 5th Guards Tank Corps
Display
Balance:



Overall balance chart for KurS023
Total
Side 1 0
Draw 0
Side 2 4
Overall Rating, 6 votes
5
4
3
2
1
3
Scenario Rank: 773 of 940
Parent Game South Flank
Historicity Historical
Date 1943-07-09
Start Time 07:15
Turn Count 16
Visibility Day
Counters 178
Net Morale 1
Net Initiative 2
Maps 4: 36, 37, 38, 39
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 178
AAR Bounty 171
Total Plays 4
Total AARs 1
Battle Types
Inflict Enemy Casualties
Road Control
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Scenario Requirements & Playability
South Flank Base Game
Introduction

While the rest of the corps was to continue attacking, SS Reich Division was detailed to protect the corps’ troublesome right flank. This was far from optimal, since with Operation Citadel stagnating SS Reich was needed in the vanguard of the attack. But Stavka had no intention of letting that happen, and applied steady pressure all morning to pin them in place.

Conclusion

While its sister divisions were able to advance against lighter opposition than previously encountered, SS Reich Division was engaged in heavy fighting all morning. The division finally won a hollow victory over its adversaries by managing to keep its supply road open. With the Soviets transferring in reinforcements all day long, it appeared the chance of a German victory was rapidly slipping away.


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
  • Tank Destroyer: 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).
  • 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)
  • Mechanized
  • Motorized
Guards
  • Motorized
  • Towed

Display Errata (5)

5 Errata Items
Overall balance chart for 441

All SS 105mm guns should have white, indirect fire values.

(Shad on 2010 Dec 15)
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)

Display AARs (1)

Too Few Germans!
Author gulatum (Germany)
Method Dual Table Setup + Voice Chat
Victor Soviet Union
Participants davidthedad
Play Date 2014-10-05
Language English
Scenario KurS023

Prioritizing the points to defend when you have so few men becomes quite a dilemma. I left the southern board undefended in order to better defend the town. I had one of the big guns set back in a field south of the town to deal with any Soviet tanks that got just a little too bold in the middle of the battlefield. A few groups of infantry and MGs were set forward in the northern sector, and another similar team was set near the road, a few hexes in front of the aforementioned big gun. My artillery was set in the town to take advantage of the spotting column shift. It was a pretty decent defensive set up.

However, there were the following issues. 1. Artillery is hard to move once the enemy closes. I should have shifted these pieces out of the town, but I was more focused on causing casualties. This hurt me in the end game, as they don't defend well against assaults. 2. Sometimes a long range shot at a loaded carrier just isn't worth it. My defense crumbled after I took such a shot (a miss), and the Soviet artillery knocked out the gun on the next turn. 3. Setting up dug in, but in the open can have the desired affect of drawing artillery fire away from more important assets, but you better have good leaders out there too, to get those guys back in order by the time the enemy draws near.

At the time I played this scenario, I had lost the previous 4 (I think) straight scenarios from Kursk, all of which I played as the defender. (We merely switch off each scenario: if I was the German in a scenario, I play the Soviet in the next one.) So, I was really trying my best to keep the Russians out of that town. However, they read my defenses well, and instead of coming straight at the town, they massed on the southern German board and charged up the road to the town. I held them up well until about turn 12 or 13, and caused more than enough Soviet step losses. But my reinforcements didn't come on board until turn 11 (I think), and there was simply no way to drive them off the road, or to keep the town in German hands.

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