Ponyri Station

7/7/43

Pictures of the Game

On the 4th July 1943 the Germans unleashed their summer offensive on the Eastern Front: Operation Zitadelle, a pincer movement aimed at cutting off  the Kursk Salient. The Soviets were prepared and waiting and made the Germans fight for every inch of soil. On the northern side of the salient some of the fiercest fighting took place around a town called Ponyri Station. The battle for the station started on the 5th and finally petered out on the 8th. The decisive day was the the 7th when the Germans made a pincer attack on the town from the east and west with the 86 Infanterie Division, 292 Infanterie Division, 18 Panzer Division and the 656 Panzerjäger Regiment participating. The heavy reinforced 307th Rifle Division held the town and surrounding area for the Soviets.

The scenario concentrates on the eastern side of the town. 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

Deployment

184IR and 656 PzJgr Abt: can be deployed on the north table edge anywhere to the east of where the road leaves the table. Stands may be up to 9" on to the table. Stands may start off the table and move on if the player desires

244 StuG Abt is a reinforcement. Start rolling for arrival at the start of turn 3, a 6 is required. The next turn a 5-6 and the every turn thereafter a 2-6. It arrives on the north edge anywhere to the east of where the road leaves the table.

I/507IR is a reinforcement. Start rolling for arrival at the start of turn 9, a 6 is required. The next turn a 5-6 and the every turn thereafter a 2-6. It arrives on the north edge between the railway line and the road

II/507IR is a reinforcement. Start rolling for arrival at the start of turn 9, a 6 is required. The next turn a 5-6 and the every turn thereafter a 2-6. It arrives within 12" of the NW corner of the table

2Kp 18PzR is a reinforcement. Start rolling for arrival at the start of turn 9, a 6 is required. The next turn a 5-6 and the every turn thereafter a 2-6. It arrives within 12" of the NW corner of the table

1st Battalion 1019th Rifle Regt starts on table in Ponyri, or just outside (see pink broken line on map). Stands outside Ponyri will be dug in (+3 cover)

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 starts between the 1st & 3rd battalions' deployment zone. It may not deploy further north than 24" from the south table edge. It man NOT be dug in.

1st & 2nd Bttn 1023rd Rifle Regiment and 129th Tank Brigade are Soviet reinforcements. Roll for arrival separately starting turn 9. Turn 9, a 6 is required. The next turn a 5-6 and the every turn thereafter a 2-6.

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. Germans may NEVER enter the board directly in to Ponyri.

Terrain

The battlefield consists of a U shape hill. The steam flows between the arms of the U. The map is a 5ft x 10ft 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 the equivalent of a cautious advance move 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. Ponyri station itself is mostly stone building and gives +3 cover. The other BUA are wooden and give +2 cover. The simple town fighting rules are in effect for this scenario

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 black line is a single track railway - it has no game effect

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 Fighter, 9 two ground attack, 10 two ground attack and a fighter.

German fighters can be: Bf-109G5 or Fw-190A5. Ground attack will be Fw-190A5, Ju-87D or Hs-192B. 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

Special Rules

The game starts at 11:30am and continues until 20:00 (inclusive) which is 18 turns

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

Victory Conditions

For a decisive victory the Germans must hold hill 235 and the entirety of Ponyri

If EITHER the Germans hold all of Ponyri and 235 is disputed OR they hold point 235 and Ponyri is disputed they get a marginal victory.

If both sides hold one of Ponyri or Point 235 undisputed the game is a draw. If both sides contest both victory locations the game is a draw

If EITHER the Russian hold all of Ponyri and 235 is disputed OR they hold point 235 and Ponyri is disputed they get a marginal victory.

For a decisive victory the Russians must hold hill 235 and the entirety of Ponyri

To count as holding Ponyri you must have at least one non-demoralised stand in the town and the enemy must have no non-demoralised stands in the town or your non-demoralised stands must outnumber the enemy's 5:1. The town is disputed if both sides have non demoralised stands in the town

To count as holding point 235 you must have at least one non-demoralised stand within 10" and the enemy must have no non-demoralised stands in 10" your non-demoralised stands must outnumber the enemy's 5:1. The hill is disputed if both sides have non demoralised stands within 10"

Pictures of the Game