Flank Security South Flank #23 |
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(Defender) Germany | vs | Soviet Union (Attacker) |
Formations Involved | ||
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Germany | 2nd SS "Das Reich" Division | |
Soviet Union | 5th Guards Tank Corps |
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Overall Rating, 6 votes |
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3
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Scenario Rank: 773 of 940 |
Parent Game | South Flank |
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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 |
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Inflict Enemy Casualties |
Road Control |
Urban Assault |
Conditions |
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Off-board Artillery |
Randomly-drawn Aircraft |
Reinforcements |
Scenario Requirements & Playability | |
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South Flank | Base Game |
Introduction |
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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 |
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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. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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5 Errata Items | |
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All SS 105mm guns should have white, indirect fire values. (Shad
on 2010 Dec 15)
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All SS 75mm IG guns are direct fire weapons (black), not indirect (white). (Shad
on 2010 Dec 15)
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The reduced direct fire value of the SS HMG is 5-5 in Beyond Normandy and Road to Berlin. (plloyd1010
on 2015 Jul 31)
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The Units in Beyond Normandy were misprinted with a movement factor of 5. The movement factor should be 8. (rerathbun
on 2012 Mar 21)
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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)
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Too Few Germans! | ||||||||||||||
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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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