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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Tiger Stomp
South Flank #37
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 6th SS "Theoder Eicke" Panzergrenadier Regiment
Soviet Union 18th Tank Corps
Soviet Union 9th Guards Airborne Division
Display
Balance:



Overall balance chart for KurS037
Total
Side 1 0
Draw 0
Side 2 2
Overall Rating, 3 votes
5
4
3
2
1
3.67
Scenario Rank: --- of 940
Parent Game South Flank
Historicity Historical
Date 1943-07-12
Start Time 17:00
Turn Count 24
Visibility Day
Counters 61
Net Morale 0
Net Initiative 0
Maps 2: 37, 38
Layout Dimensions 86 x 28 cm
34 x 11 in
Play Bounty 140
AAR Bounty 165
Total Plays 2
Total AARs 2
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Reinforcements
Terrain Mods
Scenario Requirements & Playability
South Flank Base Game
Introduction

The Germans still felt confident of success on the night of the 11th, and the next day would see 1st SS Lifeguard Division trying to provide enough artillery support for Death’s Head Division to advance far enough to cover the Lifeguards’ exposed left flank. Hopefully, the Soviets could then be leveraged from Prokhorovka without any costly urban fighting. Advancing south of the Psel River around noon, Death’s Head ran into more than it bargained for.

Conclusion

The Germans rolled over the weary 11th Motorized Rifle Brigade, and things went their way until Soviet armor entered the fray around noon. By 1800 hours, Soviet tankers including the 170th Tank Brigade that had been savaged by 1st SS Lifeguard Division earlier in the day entered Vasil’evka. With the situation rapidly deteriorating, the panzergrenadiers called for assistance. The Tiger Company responded promptly and drove the Soviets all the way back to Andreevka.


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).
  • 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)
Guards
  • Motorized
  • Towed

Display Errata (2)

2 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)

Display AARs (2)

Veni, vidi but not vici...
Author leonard (Germany)
Method Face to Face
Victor Soviet Union
Participants unknown
Play Date 2013-03-04
Language English
Scenario KurS037

Very interesting scenario. The victory conditions create a kind a seesaw movement which is really challenging. Basically the German player (me !) has to reach 3 objectives to win (controlling town hexes on both maps, preventing too many losses and inflicting more) while the Russian only has two to accomplish (the same). My set up was quite an agressive one, well forward with AT guns on hilltops to shoot T34s. And I did succeed : two steps of T34s destroyed on first turn and more demoralized. However the Russian artillery instantly killed the AT guns and German engineers assaulting the demoralized T34s went nowhere and got KIA also. To prevent more losses, German withdrew waiting for the Tigers to enter. The Russians advanced carefully and got trapped. The very slow moving Tigers entered the battlefield on turn 6 (first possibility on turn 5). Fun : a group of German HMGs forced one entire company of T34s to retreat by fear of being forced to devastating morale checks (when the MGs obtain a X1 on the combat table...). Now Russians got back on defensive positions. Germans advanced again to get casualty points from dead Russians : a slow process. Eventually, the Germans got the casualty points they needed while the Russian obtained the same result ! The only way for the Germans to win the scenario was to expel the Russians from the other village on the eastern map. SS were then sent through the plains to assault the village while Tigers destroyed every AFV in sight. The infantry eventually reached the village inlicting horrendous losses on the Russians but it failed to secure all the village hexes on the very last turn of the game. A very good scenario.

Historically, it seems the terrain along the Psel river was an area built by many more rowhouses than shown on the maps. The slopes going down from southeastern heights towards the Psel river also offered quite a different terrain to fight on than the KKursk south flank maps.

0 Comments
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Foolish forward defense
Author gulatum (Germany)
Method Dual Table Setup + Voice Chat
Victor Soviet Union
Participants davidthedad
Play Date 2017-01-29
Language English
Scenario KurS037

As the German, I got a little cocky and set up too far forward. I took the first opportunity I could to jump off that hill and engage the Soviets in assaults, but I had completely ignored the possibility of massed Soviet artillery, which destroyed a good number of my infantry with complete impunity. I should have stuck to the back side of the hill and hunkered down in the town until the Tigers showed up.

The Soviets were at the gates of the town and the Tigers weren't even on the board yet when I conceded defeat.

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