Panzer Grenadier Battles on April 27th:
Arctic Front Deluxe #40 - Children's Crusade Broken Axis #14 - Târgu Frumos: The Second Battle Scenario 3: Sledge Hammer of the Proletariat
Army Group South Ukraine #6 - Consternation Road to Berlin #73 - She-Wolves of the SS
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Forgotten Success IV: Inauspicious Beginning
Burning Tigers #33
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 10th Panzer Brigade
Germany 11th Panzer Division
Germany Grossdeutschland Division
Soviet Union 245th Separate Tank Regiment
Soviet Union 496th Antitank Regiment
Soviet Union 5th Guards Mortar Regiment
Soviet Union 611th Antitank Regiment
Soviet Union 67th Guards Rifle Division
Display
Balance:



Overall balance chart for KRBT033
Total
Side 1 2
Draw 0
Side 2 0
Overall Rating, 2 votes
5
4
3
2
1
4.5
Scenario Rank: --- of 913
Parent Game Burning Tigers
Historicity Historical
Date 1943-07-05
Start Time 08:00
Turn Count 22
Visibility Day
Counters 191
Net Morale 0
Net Initiative 1
Maps 3: 40, 42, 43
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 188
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Breakout
Delaying Action
Road Control
Urban Assault
Conditions
Entrenchments
Minefields
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Severe Weather
Smoke
Scenario Requirements & Playability
Burning Tigers Base Game
Introduction

XLVIII Panzer Corps brought the Grossdeutschland Panzer Grenadier Division up to full strength to spearhead the drive north, and through adept political maneuvering attached the entire 200 Panthers of 10th Panzer Brigade to the division. Originally half were destined for the II SS Panzer Corps. Concentrating all of their massive firepower on a small front made the corps and Grossdeutschland staffs confident of quickly brushing aside enemy resistance and securing Cherkasskoye early enough to continue the advance.

Conclusion

The Grossdeutschland commanders found out that too many men and machines jammed into a small area just adds to the casualties against stubborn defenders. The troops couldn't get out of their own way until the 11th Panzer Division, diverted to Cherkasskoye, distracted the Soviets enough for the grenadiers and their panzers to ease forward.

The much-ballyhooed debut of the Panther tank was an unmitigated disaster. The Army mishandled it from the beginning by assigning green personnel to the unit instead of veteran tankers who would have recognized and worked through most of the mechanical and unique operating challenges. The lack of large-scale training meant that the unit promptly drove nose-to-tail into a muddy ravine and became stuck. Both the tankers and engineers trying to free them suffered serious casualties before they freed the Panthers. The only bright spot came when the panzers claimed eight Grant tanks destroyed.


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
  • 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).
  • 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
Heer
  • Motorized
Soviet Union Order of Battle
Army (RKKA)
Guards
  • Motorized

Display Errata (8)

8 Errata Items
Scen 33

Simply a clarification issue re: Reinforcements from 11th Pz. I believe the hex referenced would better be cited as 1001, not 1017 (or simply as 10xx). The EAST board edge of B43 in the given orientation is the side with the board # so hex 1001, not 1017 is the numbered hex on the EAST edge north of which 11th Panzer's units should enter.

(Poor Yorek on 2015 Oct 26)
Overall balance chart for 20

The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 486

The Pz IVe appearing in the original Panzer Grenadier game had an Anti tank value of 4-7. As of Afrika Korps (2002), continuing onward through the 3rd and 4th edition games, the anti tank value has been 4-4.

(plloyd1010 on 2016 Jul 25)
Overall balance chart for 41

All SS PzIVH tanks should have a movement of 8.

(Shad on 2010 Dec 15)
Overall balance chart for 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(Shad on 2010 Dec 15)
Overall balance chart for 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)
Overall balance chart for 484

Liberation 1944's Tiger movement and armor ratings are backwards. They should be Armor 7 and Movement 5.

(petermc on 2014 Feb 14)
Overall balance chart for 912

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (1)

A Giant Right Hook Knockout
Author Retiredgrunt17
Method Solo
Victor Germany
Play Date 2017-10-19
Language English
Scenario KRBT033

The Soviet set up had mines on each flank of Cherkasskoye, forcing movement through the town, which was fortified, or pushing through the minefields themselves. The Germans pushed the majority of their infantry towards Cherkasskoye, while the engineers went to the right, followed by the majority of the German armor. The Soviets set up primarily around the town hexes on maps 40 and 43, with an ATG screen on map 43. Panthers were consistently bad, losing 7 steps overall. The minefileds were not, however, with the Germans losing only 3 steps to them. The German engineers were targeted often and suffered 6 step losss by games ended. The German right hook, though, pushed through the minefileds, swept through the Soviet flanks, took Butovo and then swept back in the rear of the Soviet positions. German reinforcements headed to exit upon entering in turn 8. The Germans won the towns (in the last two turns), cleared the roads and exited 26 steps. German victory.

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