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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Watching Those Old Raindrops Fall
South Flank #36
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 1st SS "Leibstandarte Adolf Hitler" Division
Germany LSSAH Reconnaissance Battalion
Soviet Union 29th Tank Corps
Soviet Union 9th Guards Airborne Division
Display
Balance:



Overall balance chart for KurS036
Total
Side 1 1
Draw 1
Side 2 1
Overall Rating, 5 votes
5
4
3
2
1
4.2
Scenario Rank: 38 of 940
Parent Game South Flank
Historicity Historical
Date 1943-07-12
Start Time 17:00
Turn Count 16
Visibility Day
Counters 93
Net Morale 1
Net Initiative 2
Maps 2: 38, 39
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 145
AAR Bounty 165
Total Plays 3
Total AARs 2
Battle Types
Hill Control
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Reinforcements
Severe Weather
Scenario Requirements & Playability
South Flank Base Game
Introduction

Elements of the Red Army’s 29th Tank Corps rolled over the German recon detachment sent to stop them, and continued on unmolested towards the Komsomolets State Farm. Just before reaching their goal they surprised some artillery batteries that quickly took up the challenge.

Conclusion

Upon breaking though the German recon battalion’s positions, 53rd Motorized Rifle Brigade raced southward. This much is agreed upon by both sides. German sources speak of driving the intruders back northward while Soviet sources claim increasing heavy rain made a withdrawal to more secure positions advisable. That explanation doesn’t ring true, as it seems strange to just abandon hard-won positions due to rain.


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
  • Self-Propelled Artillery: 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)
  • 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
Soviet Union Order of Battle
Army (RKKA)
  • Motorized
Guards
  • Foot

Display Errata (3)

3 Errata Items
Overall balance chart for 441

All SS 105mm guns should have white, indirect fire values.

(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 951

The reduced direct fire value in Kursk: Burning Tigers is 4-4.

(plloyd1010 on 2015 Jul 31)

Display AARs (2)

Kursk South Flank, scenario #36: Watching Those Old Raindrops Fall
Author JayTownsend
Method Solo
Victor Germany
Play Date 2012-06-23
Language English
Scenario KurS036

A smaller size two map scenario loaded with a variety of unit types and interesting victory conditions. Also the visibility will change at some point.

The Germans have to setup one small group of units forward on the map 39 larger hill hexes which includes the Grille German 150mm SP and some Infantry units. The rest of the Germans setup back on map 38 in the larger town hexes and a third group will start rolling on turn 3 to enter the battle on the east edge of map 38. The larger hill hexes on map 39 and the larger town hexes on map 38 and eliminated enemy steps count as the victory points with each side being reward some different points for each. The Soviets enter their whole force on the north map edge on turn one. Like I said before there are an interesting mix of unit types on both sides.

The Soviet run into the smaller dug-in German force on the Hills on map 39 and detaches their lighter T-70 tanks and some infantry to handle the situation. Unfortunately for the Germans, they had to use the 150mm SP as an AT gun instead of using the large direct fire against infantry. The Soviet trade a T-70 unit for a German 150mm Grille SP unit as there were too many T-70’s. The Soviet also at some point gain control of all the larger hill hexes on map 39 but as they started to engage the Germans on map 38 for control of the large town, the Germans rolled very well and their reinforcements arrive on turn 3. No luck for the Soviets, as they can’t hold off the reinforcements and assault the larger town hexes without dividing their forces, not to mention still having units to control the hill hexes up north. They did attempt it but started taking too many casualties.

The Game ended with the Soviets controlling the hills on map 39 and the Germans controlling all but one of the larger town hexes on map 38. The Soviet lost 24 steps and the Germans lost 16 but the total victory points figured 26 for the Soviets and 36 for the Germans giving the Germans a Major Victory. Had the Germans not received their reinforcements so early, on turn number 3, it would have been a much closer contest and it could have gone either way. It would have been very interesting but even without this it was a very interest puzzle of a scenario to play.

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A Sloppy, Rainy, Lucky Victory
Author gulatum (Soviet Union)
Method Dual Table Setup + Voice Chat
Victor Soviet Union
Participants davidthedad
Play Date 2017-01-16
Language English
Scenario KurS036

The rain was actually the decisive element in this scenario. The reduced visibility took away many of the German advantages (especially for the armor) and meant that the fighting had to be close up and dirty.

As the Soviet, I advanced onto the board and went for the victory point locations on the hill. Strangely, the German infantry and Marder all chose to die there, or at least nearby, rather than to retreat and continue the fight elsewhere. I had quite a time mopping up the German infantry, and had a few demoralized pieces that never got back into the game!

By about turn seven or eight the Soviets had a line of troops almost but not quite up against a line of troops that the Germans had rushed into formation exactly where the two boards met. And then the rain started...

The Soviets did nothing elegant to win this one. There were a few lucky rolls involving assaults that cost the Germans more than they wanted. The Russians were almost rolled-up on their right flank by the Germans at around turn 12 or 13, but this left the German center bare; Russian T-34s were able to plow through the fields and by turn 14 were positioned to take at least two or three town hexes from the Germans. The Germans conceded.

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