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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Strongpoint Yakovlevo II
South Flank #11
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 1st SS LSAAH Panzer Grenadier Regiment
Soviet Union 1st Guards Tank Brigade
Soviet Union 51st Guards Rifle Division
Display
Balance:



Overall balance chart for KurS011
Total
Side 1 3
Draw 0
Side 2 5
Overall Rating, 8 votes
5
4
3
2
1
3.13
Scenario Rank: 674 of 913
Parent Game South Flank
Historicity Historical
Date 1943-07-07
Start Time 05:00
Turn Count 12
Visibility Day
Counters 54
Net Morale 0
Net Initiative 2
Maps 2: 37, 38
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 131
AAR Bounty 153
Total Plays 8
Total AARs 4
Battle Types
Urban Assault
Conditions
Off-board Artillery
Scenario Requirements & Playability
South Flank Base Game
Introduction

First SS Lifeguard Division had pushed through Yakovlevo yesterday and left light forces for its defense. The records are not very clear on the details, but a large number of Soviets infiltrated back into the village sometime during the night. This presented major problems with communications between II SS Panzer Corps and 4th Panzer Army headquarters. To alleviate this problem, an attack was ordered in at first light.

Conclusion

By 0850, 1st SS Lifeguard Division declared Yakovlevo secured. This brought the weary panzergrenadiers no rest, as they spent the rest of the day marching toward Prokhorovka. On the Soviet side, the defenders fell back in some disarray while Sixth Guards Army’s command debated whether the time had come to commit their last armored reserves to hold the lines.


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
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
  • Self-Propelled Artillery: do not provide the +1 Assault bonus, even if closed-top (SB)
  • 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)

Display Order of Battle

Germany Order of Battle
Schutzstaffel
  • Towed
Soviet Union Order of Battle
Army (RKKA)
  • Foot
Guards
  • Mechanized
  • Towed

Display Errata (3)

3 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)
Overall balance chart for 912

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (4)

They Tried But They Couldnt Do It!
Author thomaso827
Method Solo
Victor Soviet Union
Play Date 2017-03-29
Language English
Scenario KurS011

This 12-turn scenario kept me riveted to the very last turn. Soviets hold the large town on board 38, Germans need to kick them out completely or leave nobody but demoralized steps in the town. I set up the Soviets mostly in the town, the two 76.2 guns on the far right and left flanks, the HMG and an infantry in the southernmost hex with the best leader, the commander in the middle of town with the SMG guys where they could react to anything looking like a breakthrough, the AT rifles and infantry also towards the middle, and the mortars with an infantry in the northwest corner where it could fire for spotters and also assist in defending the rear of the town against any Germans trying to flank them. The Soviet T-70 tanks were set up forward in the light woods southeast of town. Germans have to start 5 hexes from the nearest Soviet and on board 37, so having the tanks forward kept the Germans from setting up and crossing the line first thing. The game starts with reduced visibility and gradually lighting up with turn 1 4-hex visibility and turn 2 6-hex visibility, which prevented an early bombardment of anything as the Germans took 3 turns to get into place. Immediately as the T-70s opened fire on approaching German troops, the German Marder III was in place to take out one step, and proceeded to continue to do so until the last T-70 step died on turn 6. Germans were able to move forward on both flanks and get into position to assault from both sides, dropping off board arty, mortars and the direct fire Grille (followed by the Marder joining in after finishing off the Soviet armor) onto the flanks and middle of the town. This killed one of the two 76.2s pretty early and kept the forward town troops busy recovering morale. On the second round of assaults on the western side of town, the German commander became a casualty but this failed to slow down the attack. Soviets were bloodied turn after turn, but just managed to disrupt assaults each time. In the end, Soviets had lost 19 steps to the Germans 5, but on turn 12, with 3 assaults going and needing to at least demoralize the Soviets in all 3, the game ended on the first one as the Soviet mortar survived and retained good order. The German assault on the eastern flank was in doubt and the assault to the southwest had a 50-50 chance, but knowing that the Germans could not win anylonger forced the Germans to consolidate their gains and await more support before going beyond the time allowed. Soviets win. Great game right to that last turn.

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Not So Strongpoint
Author rerathbun
Method Solo
Victor Germany
Play Date 2012-09-26
Language English
Scenario KurS011

The objectives for this scenario are simple for both sides. The Germans have to take the town, the Soviets have to hold it.

The Soviets set up in the town (of course). They do have their artillery dug-in on the hill west of town, hoping to disrupt the German infantry and/or pick off the German armor as it approaches.

The SS infantry sets up on line south of the town. They hold back their (rather fragile) armor to protect it until the infantry can tie up the Soviet anti-tank guns and armor.

The Germans move forward as quickly as they can, using the rapidly diminishing cover of darkness. The Soviet artillery disrupts a couple of platoons during the approach, but causes no casualties. The German off-board artillery quickly wipes out the Soviet guns once they are spotted (On the second salvo, the Germans rolled a '2' on the 30 column).

The Soviets inflict some casualties as the Germans close in (two step losses and some disruptions/demoralizations due to Opportunity Fire), but it's not enough. The remainder of the battle comes down to bitter house-to-house fighting as the Germans try to clear the town.

With the Soviet tanks in the town and their anti-tank guns gone, the SS armor is able to follow their infantry into the town, using the town itself for cover. When the Soviet tanks use Opportunity Fire to try and prevent the SS infantry from assaulting, the German armor moves adjacent. On the following turn, the higher German initiative gives them the first shot and they take out half of the German tanks, leaving the rest demoralized. An infantry assault quickly mops the remnants.

Casualties mount quickly as the assaults proceed, but the Germans have the numbers and the firepower to prevail. They finish clearing the town with half an hour to spare for a German victory.

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Soviets Position a Tough Nut to Crack
Author Hugmenot
Method Solo
Victor Soviet Union
Play Date 2013-02-03
Language English
Scenario KurS011

Played solo in 2 1/2 hours.

I set up a Soviet dug in 1208 to force the Germans to start even further from the town. The unit fell back into town when the German artillery failed to disrupt it on the first turn.

The Germans lose two steps to opportunity fire on their way to town. The assault starts on turn 4 to tie the 76.2mm guns and the T70's. The Germans bring their armor forward and the Grille is demoralized when the Soviets rolled a "6" in the first assault it participated in. Another assaults heavily favorable to the Germans goes awry when all German units are demoralized. The Soviets counter-assault and eliminate two steps.

The Germans recover but it also gives time for the Soviets to redeploy their troops more effectively. The Soviets abandon three tow hexes to concentrate their forces in 4 hexes. The Germans make slow progress and run out of time.

Soviet victory.

I rate this one a "3". Interesting order of battle but with the first two assaults going entirely the Soviets way, the game was pretty decided by turn 7.

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Set Piece Scenario
Author gulatum (Germany)
Method Dual Table Setup + Voice Chat
Victor Germany
Participants davidthedad
Play Date 2013-11-17
Language English
Scenario KurS011

The Germans were unstoppable in this scenario. No leader on their side had a morale rating less than 9, and there was even a leader with a 2 morale modifier!

The Russians set up so as to make sure the Germans were as far back as possible. As the Russians retreated from these forward positions, the Grille and the Marder actually got to shoot up two of their infantry platoons from the cover of the little town. The Germans also had unnaturally good rolls on their artillery bombardments. Several Russians were demoralized on their way back to the town.

The German infantry advanced inexorably forward, then began assaulting the town. They began taking losses at this point in the assaults, but by turn 5 the Russians, who had lost one 76.2 mm had no way to keep the German armor out of the town, and with their advance from the little town, the Russians lost heart and surrendered.

This scenario was mostly a study in "formation control" for the Germans; it required very little in the way of creative thinking or unorthodox approaches to tactical situations. Hence I rated it a 3.

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