Khrushchevo

8/7/42

V1.1 - small tweak to the OB

Pictures of the Game

As German forces approached the Don River deep within the USSR Stalin ordered a counterattack north of Vorozneh to cut off the penetration of XXIV Panzer Korps. The main attacking force was the 5th Tank Army consisting of the 2nd, 7th and 11th Tank Corps. On paper this was a mighty host, but times were desperate and the units did not have enough time to form and train properly

The attack started on the 7/7/42 smashing in to the flank of the 11 Panzer Division. As the preparations were rushed on the Soviet side what was supposed to be a mighty hammer blow actually became a bunch of piecemeal attacks. None the less the Germans were caught by surprise and the Soviets made progress crossing the Koby'in Snova River

The scenario depicts the attempts of the 11th Tank Corps to further its limited success. On the 7th on the 59th Tank Brigade was the only part of the Corps to reach the battlefield. On the 8th the rest of the corps had caught up and the Soviets were ready for a crushing blow against the Germans and a push to cross the Sukhaia Vereika river

Note this scenario has been somewhat "bathtubbed" troops are scaled at a roughly 1:10 ratio rather than the traditional CD 1:5

The area of the battlefield

Map and Order of Battle

Soviet Deployment

The 1st Battalion 12th MR Brigade and the 59th Tank Brigade start on table in the deployment area delineated by the pink dashed lines.

The rest of the soviet forces are reinforcements, see table for timings. they all enter between points F&G

German Deployment

110th and 111th Infanterie Regiment start on table in the deployment zone indicated by the pink dashed line. Their attached artillery does not have to be in the deployment zone and can be deployed to the rear, south east of the ridge AD

The Division Stab must start in on of the BUA's of Il'inovka

15 Panzer Regiment counterattacks on turn 7. It must enter the board 12" either side of road D

Reinforcement Synopsis

Turn Unit Entry
2 12th MR Bde FG
3 11th Corps HQ Company FG
3 160th Tank Bde FG
4 53rd Tank Bde FG
5 11th Corps HQ FG
7 15 Panzer Regiment 12" of D

Terrain

The table is 5' x 8' if playing 1"=50m. North is towards the top of the page

The grey areas are BUA's. These are widely spaced wooden structures with gardens between. They give +2 cover for personnel and +1 cover for vehicles and towed guns. There are no firing restrictions

The tan lines are crest lines. Crest lines break LOS and give hull down positions to AFV's touching them (-2 cover). The dark brown lines are higher than the surrounding terrain. Any stand touching the line can see over other (tan) crest lines. They can also fire over friendly stands that are not within 3" of the thick lines.

The red lines are roads.

The grey broken lines along some of the roads are walls. They give +2 cover to personnel stands, and +1 to towed gun and vehicle stands, only if the stand is adjacent to the wall . The walls break LOS, though stands adjacent to the wall can see and be seen. All stands on the road are considered adjacent to the wall. (in reality the walls are actually a line of houses along the road, but there are not enough to warrant a BUA. The walls are an attempt to simulate this).

The green dotted lines are tree lines, they break LOS and give +1 cover. Any stand on/in a tree lined road or river is assumed to be adjacent to the tree lines on both sides of the road

The blue lines are rivers. Infantry and tracked vehicles take 2 BMA to cross. The rivers are impassable to wheeled vehicles - however see special rules below.

The green areas are open woods

The yellow area is not terrain but a "no go" area - see special rules below.

Air Support

Both sides committed a great deal of air support to this battle, though the Germans generally came out on top

Every turn the German roll 1d6 for fighters and one for Stukas. If the fighter dice comes up 3-6 the Germans get a Me-109F fighter. If the Stuka dice comes up 5-6 the Germans get a Stuka

Every turn the Soviets roll 1d6 for fighters and one for ground attack. On a 6 on the fighter dice they get a fighter: LaGG-3 or MiG-3 on a 6 on the ground attack dice roll again: 1-3 they get a light attack plane: LaGG-3 or I-16, on a 5-6 they get an Il-2, Il-2m or Su-2, on the 6 they get a light attack and an Il-2

Special Rules

Game lasts a minimum of 12 turns. At the end of turn 12 roll d10. On a 6-10 there is a further turn, else the game ends

The CinC of the 11th Tank Corps was General Popov. he was an exceptional leader. If the corps command stand is touching the command stand of a soviet battalion HQ that battalion's morale improves to 9. Only one HQ can be affected this way. If Popov is in contact with two HQ's decide which is affected at the end of the movement phase.

The Soviets have made a crossing point on the Koby'in Snova River. At this point infantry and tracked vehicles cross for "free". Wheeled vehicles and manhandled guns take a BMA to cross. The point may be anywhere on the river in the Soviet deployment zone. Soviet player marks the point at the start of the game.

The guns of the 611th Artillery Regiment are on the crest of a hill the other side of valley EG off table to the north west. They can drop self observed IDF anywhere on the table northwest of  ridge DA, excluding the woods but including inside the BUA's, and against any stand toughing ridge DA. Beyond ridge DA all fire must be H&I. For spotting purposes they guns are assumed to 20" off any point of the NW table edge they have a LOS on the table of 60"

The yellow area is a "no go" area for the Soviets until the turn after the 15 Panzer Regiment has arrived. No Soviet or German stand may voluntarily enter the area. Forced back stands and stands that have retreated due to bad morale may enter the area but must move out as soon they are able. HQ units may enter to rally shaken or demoralised troops but must leave as soon as the job is done.

Victory Conditions

For a major victory the Soviets must have an armoured vehicle, command infantry or infantry stand across the Sukhaia Vereika at the end of the last turn. The stand must be in good morale

For a minor victory for the Soviets they must have cleared a 9" area around point E of all German stands in good morale. They must, in addition, have 2 AFV's in good morale south east of ridgeline AD

For a minor victory the Germans must have cleared al Soviet AFV's south east of line GE. Only Soviet AFV's in good morale count against this.

For a major victory the Germans must make the conditions for a minor victory and have one Panzer (II, III or IV but no PzBefWg) in good morale north west of the Koby'in Snova  and the Soviets must not make their major victory conditions

Good morale means not shaken and not demoralised

References

Fieldgrau forum: http://www.feldgrau.net/forum/viewtopic.php?f=45&t=21067

German WW2 Organisational Series Vol 4/I - L. Niehorster

N-37-138 (Map): http://www.wwii-photos-maps.com/prewarmapsn37/slides/N-37-138.jpg

To the Gates of Stalingrad - DM Glantz

Panzertruppen Vol 1 - T. Jentz