Ponyri Station

7/7/43

This is the smaller version of the Ponyri scenario concentrating on the action around point 235. The 184 Infanterie Regiment of 86ID supported by the depleted 656 Panzerjäger Regiment struggle to take hill 235 from the Russians and fall on the flank of the town. 184IR have just broken through the first line of Soviet defences; the 307th Rifle division is the second line of defence

Map and Order of Battle

German Deployment

184IR and 656 PzJgr Abt: can be deployed within 9" of table  edge AB. Stands may start off the table and move on if the player desires

244 StuG Abt is a reinforcement. It arrives turn 4

Soviet Deployment

3rd Bttn 1019th Rifle Regt and 1442nd SU Regt  are deployed dug in (+3 cover for inf and guns, +2 for SU's) anywhere in the area indicated by the pink broken line. There are four reinforced positions (log bunkers) in the 1019th's deployment zone. These give +4 cover and are suitable for a personnel stand or a 45mm AT gun

27th Heavy tank Regiment is a reinforcement. It will arrive from turn 2 onwards between points E&F. It arrives turn 3 at the earliest

2nd Bttn 1023rd Rifle Regiment and 129th Tank Brigade are Soviet reinforcements. They arrive on the table edge between points D & C. the infantry arrive turn 8, the tank brigade turns up turn 9

The Soviets have 55" (if playing 1"=50m) of minefields. The fields are two inches (100m) deep. The fronts of the fields are protected by barbed wire entanglements. They are placed by the Soviet player after he has seen the German deployment. They may not be placed within 12" of the North table edge

No reinforcement can arrive within12" and LOS of an un-demoralised enemy stand. If entry is impossible, the reinforcements can enter a turn later up to 12" from  their indicated entry location. If entry is still impossible move 12" further away every turn until entry is possible.

Terrain

The map is a 5ft x 6.5ft area if playing 1"=50m. North is to the top of the page

The red lines are the major roads the pink lines minor roads, though there is not much difference in quality between them. There is intermittent scrub along the the roads which gives +1 cover and breaks LOS

The thin blue line is a stream. Although not more than a trickle it takes a BMA to cross. So if moving with a hasty advance order, the unit loses half its movement. If moving with a cautious advance order, a stand must start on one bank and will be moved to the other. This is because the banks are steep. The banks are covered in scrub which does not break LOS (it's overlooked by the hills) but provides +1 cover

The stream spreads out as it dammed: this is represented by the thicker blue line. It is impassable at this point. The dam is represented by three black lines. This acts a bridge but can't be crossed by class VI vehicles

The light green area is an open woods.

The grey areas are BUA. They are wooden buildings an fairly well spaced out. Infatry get +2 cover tanks and towed guns within only get +1

The green dotted lines are tree lines, these provide light cover (+1) and break LOS

The dashed brown lines are ridge-lines. They break LOS. AFV's touching them can claim hull-down status.

The broken pink lines are not terrain but indicate Soviet deployment areas

Air Support

Both sides had many aircraft in the sky on the 7th July. The players may get aircraft on a random basis

Each player may roll on the following table (d10): 1-5 no aircraft, 6 ground attack, 7-8 ground attack + fighter, 8-9 Fighter, 10 two ground attack.

German fighters can be: Bf-109G5 or Fw-190A5. Ground attack will be Fw-190A5, Ju-87D or Hs-129B. Soviet fighters will be Yak-3, LaGG-3 or La-5. Ground attack will be Il-2m

If using CD air ratings than randomise the type - if using the simple air rules then pick which one you like as the rules don't distinguish the types. Soviets place planes first

Special Rules

The game starts at 11:30am and continues until 17:00 (inclusive) which is 12 turns

The BIV demolition vehicles are not covered in CD TOB. My own rules covering them are here.

Victory Conditions

There are two victory locations point 253 and point F

To count as holding them one side must have 3 times more stands in good morale within 9" than the other. All stands count, tanks counts twice. BIV's are not tanks, SP's are "tanks" for this rule.

To win a victory one side must hold both locations, any other result is a draw

Good morale means not shaken and not demoralised