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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South Flank #24
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 1st SS "Leibstandarte Adolf Hitler" Division
Soviet Union 242nd Tank Brigade
Soviet Union 28th Antitank Brigade
Soviet Union 51st Guards Rifle Division
Display
Balance:



Overall balance chart for KurS024
Total
Side 1 2
Draw 0
Side 2 1
Overall Rating, 4 votes
5
4
3
2
1
3.75
Scenario Rank: --- of 940
Parent Game South Flank
Historicity Historical
Date 1943-07-09
Start Time 07:45
Turn Count 22
Visibility Day
Counters 138
Net Morale 0
Net Initiative 2
Maps 3: 36, 37, 39
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 165
AAR Bounty 165
Total Plays 3
Total AARs 2
Battle Types
Delaying Action
Exit the Battle Area
Hill Control
Inflict Enemy Casualties
Urban Assault
Conditions
Entrenchments
Minefields
Off-board Artillery
Randomly-drawn Aircraft
Terrain Mods
Scenario Requirements & Playability
South Flank Base Game
Introduction

First SS Lifeguard Division received orders on the night of the 8th to pivot westward and make contact with 11th Panzer Division, which would be advancing eastward to meet it. If successful, this would secure at least one of the corps’ flanks. All it took was one look at the various Soviet formations that had been pushed into the Sukho-Solotino region to realize that this would not be easy.

Conclusion

After the 9th of July, no matter how valiantly their soldiers fought or how many tactical victories they won, strategic victory was out of Germany’s reach. A lack of infantry had doomed Operation Citadel to failure. Had the two SS divisions been relieved of flank duty and sent to spearhead the main effort, there would have been a chance for Germany to emerge victorious. How much of a chance is unknown to history, but what is known is Stalingrad had denied the Germans any chance of total victory.


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).
  • 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
  • Motorized
Soviet Union Order of Battle
Army (RKKA)
  • Towed
Guards
  • Motorized
  • Towed

Display Errata (6)

6 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 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 912

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (2)

Roll Fourth
Author Matt W
Method Solo
Victor Germany
Play Date 2014-07-22
Language English
Scenario KurS024

Yes, it's a pun. This was my first real foray into the fourth edition rules. I will save many of my comments on the fourth edition at a future point but will mention areas where they had an impact on the play of this scenario.

A couple battalions of SS troopers supported by some of the best armor available (4 steps of Tigers and 12 steps of Pz IVH) square off against a battalion of guards and a Soviet RKKA tank battalion (with a bunch of 76s between them. The Germans need to clear the town to their front without losing the towns or hills that they start out holding, they need to push troops across the width of two boards with tons of fields and they need to avoid losing too many steps.

In the third edition much of the fight would have been in the fields that flanked the town and exiting steps would have been a significant issue. The town would have been relatively low hanging fruit due to the ability to assault consistently on the 30 column, but the fields with their ability to block LOS would have been an issue and the use of minefields would have limited the German armor mobility to off road rates and a near impossibility for the Tiger to make it off the board if they could disengage at all.

The fourth edition provided the Germans with two significant edges. First, clear terrain hexes now only cost 1.5 MPs for mechanized movement so the Tigers and Pz IVs were a lot faster. Movement that would have taken 5-6 turns in the third edition took only 2 or 3 for the Tigers due to their ability to move 3 hexes in clear terrain.

In addition the front edges of fields no longer block the LOS to the inner sections of the fields so hexes that used to require adjacency now can be shot at from three hexes away. This is critical in a tank duel and spelled doom for the Soviet tanks which died in a three turn segment due to the German initiative and their desire to do something other than run.

Countering these two advantages was a significant change in the assault chart which favors the smaller force. Losses have been reduced at the higher columns and increased in the lower columns. For example on the last turn of the scenario a Soviet force of an INF, KMS and a leader fought against a huge stack including a Pz IV, two SCHs and a leader. The columns were 9 for the Soviets and 30 for the Germans. Both sides caused 2 steps losses but the requirement to lose a step from the Pz IVH meant that the Soviets "won" that fight and just missed causing the Germans too many losses for the victory condition.

The fourth edition made it possible for the Soviets to survive in the town much longer than any such battles I have had in the third edition. The changes to the assault table give an outnumbered defender a lot more options and much more to think about. The scenario itself is a little wide open due to the lack of cover but was fun to play and with the added near run of the German loss level kept its interest to the very last die roll. I give it a "4" as I don't see a Soviet victory to be possible and the tension will be whether the Germans can be kept to a minor victory.

This is probably just as good in a ftf session as it was solo.

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A Minor Victory is still a Victory
Author gulatum (Soviet Union)
Method Dual Table Setup + Voice Chat
Victor Soviet Union
Participants davidthedad
Play Date 2014-12-21
Language English
Scenario KurS024

This one was a pleasant surprise. I was sure the Germans would wallop the Soviets. Again, I was the defender; so I set up the four minefields in a sort of J shape right in front of the town, on the road and on both sides of it. Two entrenchments were next to the town, and the third was set back in the little field to the south of the town.

For some reason, a few turns into the game, the Germans balked at the opportunity to go North around the minefields. The entire attacking force shifted to the south. This kept them bottled up way too long as they spent time trying to take out the big 76.2mm guns. It also allowed me to make a small (eventually completely defeated) counterattack in the north- I drove the Grants and two T-34s toward the far hill on his starting board. Though defeated, this attack did keep a few HMGs and at least one heavy PZIV away from the town. At one point, the Tigers were completely separated from everybody else in the German force. I jumped into assaults on those guys! It cost me probably six full platoons to knock out one and a half Tiger platoons, but after a certain point, casualties didn't matter to the Soviets- but they did to the Germans. The German attack on the town finally came from the WEST! They had swung all the way to the far side and were taking the town easily at game's end. But time ran out- there was no way they could get the needed steps off the west edge.

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