Stopping the Onslaught
Kursk - South Flank #15
|(Attacker) Germany||vs||Soviet Union (Defender)|
|Germany||2nd LSSAH Panzer Grenadier Regiment|
|Germany||LSSAH Panzer Regiment|
|Soviet Union||242nd Tank Brigade|
|Overall Rating, 7 votes|
|Scenario Rank: 254 of 568|
|Parent Game||Kursk - South Flank|
|Layout Dimensions||43 x 28 cm
17 x 11 in
|Kill Them All|
|Scenario Requirements & Playability|
|Kursk - South Flank||maps + counters|
With its panzer grenadier regiments busy elsewhere, SS Lifeguard Division’s panzer regiment was forced to gather what infantry it could scrounge up in its effort to clear Malye Maiachki. The defeated Guardsmen had left the defenses there to the fresh 31st Tank Corps, which ordered Lt. Col V.P. Sokolov to deploy his 242nd Tank Brigade directly in front of the rampaging panzers.
While 242nd Tank Brigade proved unable to stop the Germans, they did a magnificent job of slowing them down. Becoming frustrated in their inability to drive the defenders from the village, the Germans simply went around it. It didn’t help as the defenders refused to be leveraged from the village, so the Germans called it a day. This performance by the Red Army was all the more impressive because 31st Tank Corps was just forming and contained no supporting arms for the tank brigades. This normally would put them at a terrific disadvantage, and shortly after Operation Citadel they would be pulled out of line to have support units attached.
|AFV Rules Pertaining to this Scenario's Order of Battle|
|3 Errata Items|
The reduced direct fire value of the SS HMG is 5-5 in Beyond Normandy and Road to Berlin.
(plloyd1010 on 2015 Jul 31)
The Units in Beyond Normandy were misprinted with a movement factor of 5. The movement factor should be 8.
(rerathbun on 2012 Mar 21)
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)
|Kursk South Flank, scenario #15: Stopping the Onslaught|
Kind of a cool looking scenario using one map, 12 turns, interesting units and victory conditions for controlling the four town hexes and eliminating enemy units, also a low unit/counter count. Good for a quick setup and game play!
The Soviet setup defending the town with a few minefields and the Germans enter in the south with the armor flanking to the left and the Infantry and some AT-Halftracks flanking to the right under the cover of some large fields. At first the German offense takes a few bumps, losing a few steps of armor right away to Soviet dug-in T-34s & Grant Tanks. After this, the German plan ran pretty well only taking a few more step losses while controlling the town. The Germans won a Major Victory! The Soviets main problems are the short range of their SMG Infantry defending the town and the fact that RKKA armor does not have Armor Efficiency, giving the Germans two shots to one. The Germans can blast away from range and have off-board artillery as well. The only thing to worry about is having only 12 turns.
It’s hard to rank this one, as I would like to give it a 3.5.
|Aggression Paid Off|
This was a good one to play- quick and dirty. The Russians had set up in the field, the town, and in a few foxholes interspersed between minefields. The Germans advanced within shooting range...
Russian T-34s stationed in the town took out a half tank platoon on the second turn of the game, but the Armor efficiency of the Germans proved devastating against them. Early in the game, the Russian Initiative modifier was reduced to zero. Despite a few ill-advised assaults by the Germans, they held things together and ground toward the town.
An attempt by the Russians to gain the crossfire benefit was negated by one of the few aggressive tank vs tank moves I have ever made: I used other tanks to charge right at the tanks that would have fired with the benefit! Having the initiative advantage was crucial to this making this tactic work, and it paid off.
|No, it's not a retreat, it's a major victory!|
This was a pretty big tank battle for a 1-mapper. The soviets had elements of a tank brigade (grants and T34b's and c's) with which to hold a 4-hex town near some fields. The Germans had a battalion of tanks with companies of schutzen and motorcycles in support with which to take it.
The Russians put their T34s and some SMGs in the town and in a wood behind the town, and their Grants and some SMGs in the fields on the southeast flank.
The Germans attacked into the fields with most of their force, holding back half of their PZIVs as an assault force once the way to the town was open.
The fight in the field was a short range brawl as you'd expect. The Grants were pulverized but the SMGs held out nicely. Eventually the Germans committed their tank reserve to an end run to the east around the fields, hoping the mopping up in the fields would free up a few infantry to support them. The tanks drove into the teeth of the remaining T34s still holding the town and woods. Caught in a crossfire, the Germans lost half their remaining tanks and were thoroughly demoralized, deciding to pull back since they had inflicted significantly more casualties up to that point.
End result: Germans 36 VP, Russians 29 VP, a just barely a major German victory, but with a very bloody nose.
|tough assignment for Soviets|
I've been exposing PG to a lot of players since I started playing it myself about 1-1/2 years ago. Mike is yet another first-time FTF PG opponent for me.
I told him I thought the Soviets were a bit over-matched in this one. Tough to compete when the German armor has stronger AT numbers, greater range, armor efficiency, and matches the Soviet's numbers. Mike set up in the town and field. I brought my Pz IVs onto the west side of the battlefield, keeping my infantry back for now. I started picking off Soviet armor steps one-by-one as my superior tanks lived up to my expectations. A bit later I brought on the recon motorcycles, and finally my infantry.
By around turn 6 I was ahead 21 step losses inflicted to only 2. With remaining Soviet armor and a portion of the Soviet infantry is disarray Mike conceded. I told him I think we both are still learning how to defend effectively in PG. Mike is currently cleaning my clock in an email Vassal Elsenborn Ridge scenario where I am the defender.
I think this is a pretty good intro scenario because of the limited number of units and turns. It's also potentially a lot of fun for noobs because of the mix of tanks and infantry on both sides. Unfortunately though it seems lopsided in favor of the Germans. Sometimes that can be remedied by requiring one side to complete their task in less turns than the scenario specifies, but I don't think that approach changes much in this case.