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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Struggle at Storozhevoe
South Flank #33
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 1st SS "Leibstandarte Adolf Hitler" Division
Soviet Union 25th Tank Brigade
Soviet Union 55th Guards Separate Tank Regiment
Soviet Union 9th Guards Airborne Division
Display
Balance:



Overall balance chart for KurS033
Total
Side 1 1
Draw 1
Side 2 3
Overall Rating, 8 votes
5
4
3
2
1
4.63
Scenario Rank: 2 of 940
Parent Game South Flank
Historicity Historical
Date 1943-07-12
Start Time 09:00
Turn Count 18
Visibility Day
Counters 108
Net Morale 0
Net Initiative 0
Maps 2: 37, 39
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 147
AAR Bounty 153
Total Plays 5
Total AARs 4
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Terrain Mods
Scenario Requirements & Playability
South Flank Base Game
Introduction

The day dawned hot and muggy, foreshadowing the heavy thunderstorms that would develop later. This would work against the combatants, especially the tired SS men who had been fighting constantly for over a week. The first order of business today was the securing of Storozhevoe. Once that was accomplished the northward advance was to resume until Iamki had fallen.

Conclusion

After forcing the Soviets out of Storozhevoe, 1st SS Lifeguard Division left a small garrison there and then sent the majority its forces northward. The Soviets promptly counterattacked and reoccupied the village, and the Lifeguard Division promptly counterattacked again to regain the village in seesaw fighting that lasted all day.


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
  • 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).
  • 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)

Display Order of Battle

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

Display Errata (2)

2 Errata Items
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 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)

Display AARs (4)

Kursk South Flank, scenario #33: Struggle at Storozhevoe
Author JayTownsend
Method Solo
Victor Soviet Union
Play Date 2012-06-15
Language English
Scenario KurS033

This was a fun scenario to play. It starts off with a small group of German mixed unit types basically defending 4 town hexes and surrounding area and a large group of mixed infantry and tank heavy Soviet Guard and RKKA units either attacking from the other map or a second similar group coming onto to map, both combining into one big hammer against the German who desperately need their large battle-group of reinforcements to arrive, which consist in a large part of Infantry, APC’s and StuGIIIG assault guns. But this group won’t be available until sometime after turn three depending on the dice roll. The Germans have off-board artillery, the Soviets on-board artillery and both roll for air-support every turn.

In my game, the Soviets consumed the Germans on map 37 before the German reinforcements arrived on turn 9 and setup blocking armor units to protect their infantry which now had control of the town hexes on map 37. They fought it out some more but in the end I threw in the towel as the Germans player, as they had too strong of a grip on the town hexes and the Germans had lost too many steps. Most of the Soviet losses came early when they were the attacker. The Soviets had a Major Victory with 41 points to 22 German points.

This is a really fun, small-medium size scenario to play. If the Germans reinforcement had arrived earlier when the Soviets were still battling it out on in the town, it would have been any ones game! The Soviets get some cool SU-122 and KV1s in this scenario. Both sides get to be the attacker and the defender in this scenario. This one has a high replay value and I will rank this one high.

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Fought Out
Author Matt W (Germany)
Method Face to Face
Victor Draw
Participants Hugmenot
Play Date 2014-03-16
Language English
Scenario KurS033

Played this one in one session with Hugmenot (Daniel). There was a LOT of luck going both ways. My German reinforcements arrived on the first turn possible. He rolled two straight 12s killing four steps of StGs, I was able to destroy 6 steps of T-70s on four die rolls, I kept rolling 12s on morale checks, he had a lousy major who nearly managed to decapitate his force, etc., ste.

Despite all of this, it seemed as though each time one player had some bad luck there was a swing the other way which led us crashingly and exhaustingly to a draw with Storozhevoe a massively contested town (2 Soviet hexes, one German and one contested but plenty of shooting and assaulting and counterassaulting going on.

Ultimately the Germans had to rely on air power to win this one, a rare occurence in any PG scenario. Most Kursk sceanrios have air power in them but rarely do they generate a big result. Here, however, four steps of Soviet tanks (mostly T-34s) were destroyed by the Stukas armed with the 20mm cannons (the "4" DF but "3" AT unit), in three attacks (rolls that kind of balanced out the two 12s on +1 tank shots that Daniel had).

In terms of the strategy, Daniel came straight down the road, clearing out the northern fields and entering into a remarkably tough platoon of SS troopers in the southern fields. The German reinforcements made a long run around the field and entered it from the south in order to push towards Storozhevoe. Some force was able to enter the town but could not complete the comeback as each time the Germans seemed poised to jump out to a big lead there would be more surprising losses. After 15 turns we called it a draw as neither side really had the force to make the other side tip over.

I give this one a "5" as both sides have a lot going on and there is always the chance to pull out victory and many ways in which to do it. I expect that the scenario leans somewhat towards the Germans in general as they have more routes to victory than the Soviets but it is a blast none the less.

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Bloody day ends with Russians victorious
Author ParaMarine (Soviet Union)
Method Face to Face
Victor Soviet Union
Participants unknown
Play Date 2015-08-25
Language English
Scenario KurS033

My opponent and I played this over the course of a couple of days. I took the Soviets for this one.

It was prescient for the Soviets to take the initiative in this battle. The Liebstandarte Division was in control of the town, with huge infantry forces on the way. The German artillery and aircraft were able to take a toll on Soviet guns early, but they were unable to blunt the combined infantry and tank attack. The Guards tankers proved crucial to the victory, while the RKKA tankers were sufficient.

The first hour of combat saw the massive tank assault successfully envelope the town from the North side. All seemed to be well in hand for the Soviet forces, but true to their elite status, the SS PanzerGrenadier reinforcements arrived with precise timing (first reinforcement roll). This required the Guards infantry to batter its way into the town from the north in a series of urban assaults. The eastern end of the town fell within the first thirty minuts of battle, being under the sights of Soviet artillery and being relentlessly blasted at close range by the tanks. The Western,ost end of the town would also fall quickly, allowing it to become a defensive strongpoint from which to defend against the German Tank Destroyers.

The German TDs were able to inflict huge losses on the Soviets, but this would eventually come to naught. The Soviet tankers began to pull back and reinforce the defensive line on the south end of town, leaving the counterattack to the more coordinated Guards T-34s. The center of the town would hold out for hours, only falling after repeated assaults by PPSh-41 wielding Guardsmen and their heavy KV-1s in support. The unfortunate Germans who were in the town were completely surrounded, and were thus unable to link up with their comrades who launched a series of abortive attacks from the West. The German artillery advantage and air power were not enough to dislodge the Soviets new hast defensive line, and once the last of the town fell (unsurprisingly with not one prisoner being taken), the SS commander called off his remaining soldiers rather than lead them into the murderous guns of the Guards Tankers.

Lessons learned: The Soviets are learning to use their tanks better every day. It is recommended that infantry assaults against armored units be avoided at all costs. Overall a good scenario. Can be punishing for the Germans if air is not able to whittle down the Soviet armor advantage. My opponent was lucky with his reinforcement die roll, but it probably would have been a walkover if they had delayed for two or more turns. I was forced to make some bloody assaults by his more sudden arrival, but even though this and some skillful use of TDs on his part caused a lot of casualties, the issue was never in doubt after the initial maneuvers were complete.

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Germans Hold Storozhevoe
Author gulatum (Germany)
Method Dual Table Setup + Voice Chat
Victor Germany
Participants davidthedad
Play Date 2016-03-27
Language English
Scenario KurS033

I set up with the big 88mm gun on the north side of the town, the HMG and little 20mm AA on the east side of town, the mortar and the AT on the side, and the ENG in reserve in the western town hex. I put a few INF out front to hinder the Russian set up, and hid some INF and the Marder in the field near the town. I really wasn't going to try fighting so many Russians at long range, especially with his excellent armor support; I wanted them to come to me.

Luckily, this plan worked! The Russians advanced along the flanks, but were skittish about approaching the town at first. I was surprised that the enemy commander brought his wagons loaded with 76.2mm guns along with everybody else. (I would have dug them in on a hill for artillery support.) Two were killed, still on their wagons, by my artillery in the first few turns.

The Russians made a big mistake, though, when they got too close to the edge on which my reinforcements were to enter. I received the reinforcements on the first turn possible, and they simply swarmed the Russian tanks. I threw all the infantry I could muster into assaults against the Russians, and I used the SPW's as expendable units to help with assaults against tanks. The Russian spirit was broken by turn 7.

Given the Russian order of battle, strong on tanks, weak on infantry, the tanks should never have advanced without infantry support. This major blunder, combined with what I must admit was extremely good luck with the dice, denied the Russian commander Storozhevoe.

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