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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Do or Die
South Flank #35
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 5th SS "Thule" Panzergrenadier Regiment
Soviet Union 230th Separate Tank Regiment
Soviet Union 301st Antitank Regiment
Soviet Union 308th Guards Mortar Regiment
Soviet Union 42nd Guards Rifle Division
Soviet Union 52nd Guards Rifle Division
Soviet Union 95th Guards Rifle Division
Display
Balance:



Overall balance chart for KurS035
Total
Side 1 0
Draw 0
Side 2 2
Overall Rating, 3 votes
5
4
3
2
1
4.33
Scenario Rank: --- of 940
Parent Game South Flank
Historicity Historical
Date 1943-07-12
Start Time 12:30
Turn Count 22
Visibility Day
Counters 229
Net Morale 0
Net Initiative 2
Maps 3: 36, 37, 39
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 191
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Hill Control
Urban Assault
Conditions
Entrenchments
Minefields
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Terrain Mods
Scenario Requirements & Playability
South Flank Base Game
Introduction

Things looked grim for II SS Panzer Corps as its advance south of the Psel River had stopped and been thrown back. That left all German hopes for Operation Citadel resting squarely on Death’s Head Division’s advance north of the river. On the previous day, when the defenders of the two nations’ ideologies had squared off, the Guardsmen had prevailed. The Germans understood there was no tomorrow, and ordered every man and machine available into the fight.

Conclusion

The fury of the German attack drove the Soviets from Hill 226.6 in just an hour, all but destroying the depleted 52nd Guards Rifle Division in the process. Ninety-fifth Guards Rifle Division fared little better but managed to retain their integrity. It appeared to the men at the front that despite the Soviet Union’s best efforts, the blitzkrieg was unstoppable. Meanwhile, Stavka had matured enough to know that today’s breakthrough was not a strategic disaster but only a tactical setback. That evening, forces were already moving forward to counter any threat tomorrow might bring.


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

Display Errata (6)

6 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 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 1207

The movement shown on the counter is zero (0) but is listed as 8 just like the regular SdKfz 250 APCs.

(thomaso827 on 2016 Jul 11)
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 (1)

Didn't Do & Dead
Author gulatum (Germany)
Method Dual Table Setup + Voice Chat
Victor Soviet Union
Participants davidthedad
Play Date 2016-11-05
Language English
Scenario KurS035

Once again, time was the Soviets' greatest ally. The Germans would win this scenario 90 percent of the time if it were a 30 turn game. But it isn't. Hence the challenge.

The Soviet player's set-up aggravated my weaknesses as commander- he seemed to know HOW I would approach the big picture. I keep saying that I need to rethink my "task force" mentality and be a bit more flexible in how I commit my forces to battle, yet I still haven't done that, especially as the Germans. I had too little infantry to take that first hill, too much infantry on the right flank to take that town, and too many SPWs getting shot up in the middle of the board. Once again, I think I was not aggressive enough when I needed to be.

This playing of the scenario really underscores the maxim: Know thy enemy. As my opponent kept saying, "I'm not worried about facing the Germans and those Tigers. I'm facing you; and I know how you play." Point taken.

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