Panzer Grenadier Battles on January 23rd:
An Army at Dawn #14 - Ousseltia Seesaw Jungle Fighting #32 - To the Poha
Desert Rats #6 - Night Fight Road to Berlin #21 - Quiet Sector
Jungle Fighting #29 - Mt. Austin: The End
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With Reckless Abandon
Kursk - South Flank #34
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 2nd SS "Das Reich" Division
Soviet Union 183rd Rifle Division
Soviet Union 2nd Guards Tank Corps

Overall balance chart for KurS034
Side 1 3
Draw 0
Side 2 0
Overall Rating, 5 votes
Scenario Rank: 130 of 599
Parent Game Kursk - South Flank
Historicity Historical
Date 1943-07-12
Start Time 11:15
Turn Count 30
Visibility Day
Counters 281
Net Morale 0
Net Initiative 2
Maps 4: 36, 37, 38, 39
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 198
AAR Bounty 156
Total Plays 3
Total AARs 2
Battle Types
Hill Control
Kill Them All
Urban Assault
Off-board Artillery
Randomly-drawn Aircraft
Severe Weather
Terrain Mods
Scenario Requirements & Playability
Kursk - South Flank maps + counters

The “Germany” Regiment’s records state they were attacked with a reckless abandon the moment they started their own attack. Complicating matters for them was the fact that Colonel A. K. Brazhnikov’s 4th Guards Tank Brigade was spearheading the counterattack, and as a commander Brazhnikov had few equals on either side. The only saving grace for the Germans was that 2nd Guards Tank Corps had been whittled down to 120 tanks in the previous days fighting.


The Soviets drove right through the “Germany” Regiment’s 3rd Battalion and overwhelmed the 1st Battalion. They then pushed aside 1st Battalion of Der Führer Regiment and reached Iasnaia Poliana itself. Much cursing in II SS Panzer Corps HQ did little to help the situation, but the reinforcements sent by SS Reich Division did. They reported driving the enemy from the field despite heavy losses. Unknown to the Germans, heavy rain and events farther south had forced the Soviets to pull 26th Guards Tank Brigade out of the fight and send it south immediately.

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).
  • 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
  • Motorized
Soviet Union Order of Battle
Army (RKKA)
  • Mechanized
  • Motorized
  • Motorized
  • Towed

Display Errata (5)

5 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 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 951

The reduced direct fire value in Kursk: Burning Tigers is 4-4.

(plloyd1010 on 2015 Jul 31)

Display AARs (2)

Timid Armor; Reckless Infantry
Author gulatum (39)
Method Dual Table Setup + Voice Chat
Victor Germany
Participants davidthedad
Play Date 2016-06-24
Language English
Scenario KurS034

I really screwed this one up as the Soviets. I figured I would use all my RKKA infantry as a screen for the Guards as I advanced to engage the Germans, but my opponent didn't cooperate with that. He'd let the 4-2 get close without being fired at, and unleash hell on the 5-2 and 6-1 following behind.

Another big miscalculation on my part was how many tanks I would need to assault the hills. I basically left that whole group that was supposed to exit when the rain started sitting doing nothing for 5 turns. I finally called them up to the front and just when I was ready to blast the Germans off the hill, I had to remove all those pieces from play.

I tried to keep the infantry and armor working together, but the Germans kept picking off the tanks. It was a very frustrating scenario.

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Once again another easy victory for the Germans at Kursk
Author waynebaumber
Method Solo
Victor Germany
Play Date 2015-08-19
Language English
Scenario KurS034

This scenario has a Russian force with both Guards units and normal units attacking dug in German forces over a 4 map battlefield. There are some major issues for the Russian commander to deal with in this is scenario he has no OBDa support, if the German player opts not to defend the town on board 37 the Soviet's need to cross a whole board length-ways before getting to any VP hexes, a Thunderstorm can begin from GT 9 onward, this reduces the visibility but also forces the Soviet commander to move a substantial force to the south and off the board. It also reduce the mobility of vehicle units. In my game the Russian advanced on the board the German artillery spotter brought down accurate OBDA on the 120 MTR's which represent the most potent bombardment force the Russians have, having eliminated that threat the Germans sat tight and waited for the Soviet horde to attack. Although the T34's destroyed the STUGS and MARDER units waiting for them they too had losses, the Soviet foot units were suffering lots of disruptions which made it hard to launch a well coordinated assault. The German reinforcements arrived promptly as did the forecast thunderstorms. Also FOW played a part as the first 6 GTs were relatively short. By mid-game the German commander was confident to start launching limited counter attacks. These were fairly successful and pushed the Soviet forces back to the safety of nearby woods and fields. With the rain still hammering down and no prospect of any further gain the Soviet commander called of the attack. I am almost sure their is a good scenario here somewhere but I cant see it, which is a shame. Possibly the Soviets need to wait for the thunderstorm to arrive before before moving across the eastern boards, should the German forces opt to defend the Eastern town then that may assist the Allied cause. As I see it a Soviet player would need a substantial slice of luck to beat a well though out German defense.

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