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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Dueling with Death’s Head
South Flank #38
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 1st SS "Leibstandarte Adolf Hitler" Division
Soviet Union 5th Guards Mechanized Corps
Soviet Union 95th Guards Rifle Division
Display
Balance:



Overall balance chart for KurS038
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 1943-07-13
Start Time 09:00
Turn Count 18
Visibility Day
Counters 181
Net Morale 0
Net Initiative 2
Maps 2: 36, 39
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 171
AAR Bounty 165
Total Plays 2
Total AARs 2
Battle Types
Delaying Action
Exit the Battle Area
Inflict Enemy Casualties
Road Control
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Scenario Requirements & Playability
South Flank Base Game
Introduction

After netting Polezhaev on the 12th, Death’s Head Division was ordered to cut the Prokhorovka-Kartashevka road on the 13th. It was a tall order, as both of the division’s flanks were hanging open and the Soviets had deployed significant armor reinforcements during the night. Nevertheless, the concentration camp guards felt confident in their own superiority and moved forward undaunted by mere facts.

Conclusion

Despite massive Soviet reinforcements, Death’s Head Division managed to reach and secure a good portion of the Prokhorovka-Kartashevka road before noon. Unfortunately for them it was all for naught, as with SS Lifeguard Division unable to advance Death’s Head was forced to recall its panzers later due to mounting pressure on both its flanks. However, Death’s Head had at least reinforced its misguided belief in its own superiority by performing extremely well.


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)
  • 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)
  • Foot
  • Mechanized
Guards

Display Errata (4)

4 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 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 (2)

A Tough Nut to Crack
Author gulatum (Soviet Union)
Method Dual Table Setup + Voice Chat
Victor Soviet Union
Participants davidthedad
Play Date 2017-03-19
Language English
Scenario KurS038

Unlike the previous scenario, this one seemed like a natural fit for a forward defense, at least in part. As the Soviet player, I committed a lot of tanks and infantry very close to the German advance. I had a few tanks on the hill, and another few tanks in the field near the center of the map to catch any clumsy advances by the German tankers. There were a few infantry and guns under cover or dug in down the depth of the left side of the board (From the Soviet perspective), but I was willing to cede most of the left side and use the hill as a natural fortress. (It turns out my tankers just couldn't shoot straight, at least in the middle of the board. I feigned a retreat from the hill using the "double blind" rules to my advantage; but when the Germans pulled right into the killing zone, I only got one half platoon for ten or twelve shots, even allowing for crossfire!)

I anchored my entire right flank in the far forward field- the tough nut of the title. I had probably 8 or 9 T34 platoons there, backed up by infantry and MGs. When the Germans ran into that, they decided to go around, which cost a lot of time, a commodity that seems increasingly scarce in these final scenarios.

Although the Germans were relentlessly advancing on my left and driving up the middle, their commander conceded defeat- there was not enough time to get the required steps off the board.

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Kursk South Flank, scenario #38: Dueling with Death’s Head
Author JayTownsend
Method Solo
Victor Soviet Union
Play Date 2012-06-29
Language English
Scenario KurS038

This is another larger scenario but unlike Purple Haze, Dueling with Death’s Head only has 2 maps and not as many units but a lot for two maps. There are four victory objectives and depending on how many the Germans do or don’t achieve will determine the victory levels of both sides. The Soviets start on the map, mostly dug-in with lots of Infantry, Tanks, AT-Guns and other Heavy Weapon Support units. The Germans will enter from the South with a large group of Infantry, Tanks, AFV’s and other support units but more important, they have 4 x16 off board artillery units. They do not have to enter each unit on turn one if they choose not to but there only 18 turns to do a lot of work. Both sides roll for air-support every turn. Looks like a good one!

In this one, I setup the majority of the Soviet units on the east-west road dug-in with a second line of defense and support just a little behind and artillery with a little armor as a third line to support of move up and fill holes. The Germans moved on to the southern edge of the map cautiously with their stronger armor and one Lieutenant Leader to sneak up in the fields and spot for the off-board artillery. For three turns the German armor trade shots with some forward dug-in Soviet T-34 tanks and try to drop off-board artillery into Soviet dug-in Infantry positions but at this rate they will never take their objectives, so on turn 4 all the Germans unit pile on the map and the two maps become one big battle of one type or another. Time is not on the Germans side and neither are the dice. The Germans clear the east-west road only on one map, exit 20 units but lose more than 20 steps, only achieving 2 out of 4 objectives for a Minor Soviet Victory. Trying to remove a stone-wall in 18 turns is difficult.

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