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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Pressing On
South Flank #29
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 5th SS "Thule" Panzergrenadier Regiment
Soviet Union 95th Guards Rifle Division
Display
Balance:



Overall balance chart for KurS029
Total
Side 1 0
Draw 0
Side 2 4
Overall Rating, 6 votes
5
4
3
2
1
3.5
Scenario Rank: 426 of 940
Parent Game South Flank
Historicity Historical
Date 1943-07-11
Start Time 06:00
Turn Count 12
Visibility Day
Counters 63
Net Morale 0
Net Initiative 1
Maps 1: 39
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 130
AAR Bounty 159
Total Plays 4
Total AARs 3
Battle Types
Hill Control
Inflict Enemy Casualties
Urban Assault
Conditions
Entrenchments
Minefields
Off-board Artillery
Scenario Requirements & Playability
South Flank Base Game
Introduction

With its left flank finally secured, II SS Panzer Corps’ headquarters still believed a breakthrough was imminent. Both of Death’s Head Division’s Panzergrenadier regiments were ordered to reorient themselves to support the drive on Prokhorovka. Eicke Regiment was to advance along the north bank of the Psel River while Thule Regiment advanced adjacent to them on the south bank. The one fly in the ointment was the division of battle-proven Guardsmen facing them.

Conclusion

Thule made no progress at all on the north side of the river. Things were somewhat better on the south side where Eicke managed to secure Vasil’evka. Unfortunately that is as far as they could advance, which left 1st SS Lifeguard Division exposed to heavy enfilade fire as they themselves advanced.


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)
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable

Display Order of Battle

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

Display Errata (1)

1 Errata Item
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)

Display AARs (3)

Piecemeal
Author Matt W
Method Solo
Victor Soviet Union
Play Date 2012-09-20
Language English
Scenario KurS029

The Germans need to take towns, take hills and take on the Guards who defend them. The Guards do not have sufficient force to defend all the threatened areas and have to decide where and how to defend. The Guards do have substantial artillery but it is all on board and therefore subject to counterbattery fire. This means that the Germans can expect some slow motion advances early with improvement as these guns are knocked out.

My Germans decide to sweep the southern end of the field as the first step as the Soviets left only minimal force there to hold up the Germans. At the same time they are able to open fire on the Soviet artillery park taking out several of the guns.

The Germans after capturing the southern hills turn north, take the first village and come up against the second village and simply run out of gas. Too many units were disrupted or demoralized by the Soviet artillery early in the scenario and lagged behind the advance as a result. The assault on the second village was therefore done on the fly with whatever forces could be put together. These were insufficient to gain a result.

With more time, the Germans could have put together a strong attack but that is the reason there is a time limit on these things. If Citadel was to work, time was of the essence. It just wasn't on the Germans side in this one. I give it a "4", this is a tightly contested scenario and suited for any type of play.

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Depressing for the SS
Author rerathbun
Method Solo
Victor Soviet Union
Play Date 2013-11-16
Language English
Scenario KurS029

This is a quick-playing scenario, particularly when the dice go as badly as they did for the SS in this play.

The Soviet Guards dug in on the hills and occupied the eastern town, leaving the western town open. The Germans entered in two groups, intending to attack the two larger hills and, once the hills were settled, either go for the smaller hill or the remaining town.

The Germans moved up to within three hexes of the dug-in Soviets, intending to soften them up while remaining outside the Direct Fire range of the Soviet infantry.

Unfortunately for the Germans, the dice went all the Soviets' way, and time pressure forced them to move up to the assault too soon. The German off-board artillery made no impression on the dug-in Soviets, and the Soviet artillery achieved several disruptions and demoralizations. The Germans recovered quickly, and moved up to assault the good-order troops on the hills. They survived the Opportunity Fire, but not the assault. The Soviets got First Fire due to being dug-in, and in two assault hexes, eliminated two steps of SS infantry and demoralized the lone StuG before the SS could attack.

From there it was all downhill for the Germans. The Soviets counterattacked, eliminating more infantry. The StuG failed its Recovery roll and fled the assault hex. The Soviet infantry then assaulted the Demoralized StuG and eliminated it. With the Soviets in firm command of both hills and nine SS step lost, the Germans gave up the game with one-third of the turns remaining.

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Early Blunder
Author gulatum (Germany)
Method Dual Table Setup + Voice Chat
Victor Soviet Union
Participants davidthedad
Play Date 2015-04-17
Language English
Scenario KurS029

I was really trying to win this one by coming on the board on either side of the hill. But the Russians just wouldn't budge and I just got careless- putting leaders in the wrong hex, pressing forward when I should have retreated, the usual mistakes you make when you get frustrated.

I don't even know if this one would have been any fun. It was over in about 7 turns.

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