Battle of Skirmanevo

12th November 1941

(wide version)

Pictures of the Game

In late 1941 German forces were getting ever closer to Moscow forcing back Soviet troops. The 10 Panzer Division had seized the town of Skirmanevo and the adjacent heights. From their vantage point the Germans could call artillery fire on the vital Volokolamsk-Novopetrovskoe road which ultimately lead to heart of the capital. For several days the riflemen of the 18th Rifle Division (formally of the Moscow Militia) had struggled to remove the German forces from their vantage point, but to no avail. More forces were needed.

General Rokossovsky in command of the 16th Army hatched a new plan. On the 10th November three tank brigades and three battalions of Katushkas were sent to reinforce the attack. Pre-eminent amongst the brigades was the 1st Guards Tank Brigade, commanded by General-Major Katukov. This was the first tank brigade to be granted the Guards title. It was bestowed for Katukov's excellent defence before Mtnensk at the start of October. (See the Voin scenario)

Planning time was limited but on the 12th November 1941, the 1st Guards Tank Brigade, 27th Tank Brigade & 28th Tank Brigade and elements of the 18th Rifle Division plunged in to the lines of the 10 Panzer Division.

 Order of Battle & Map.

German Deployment

All units are deployed in the deployment areas delineated by the red dashed lines. All personnel stands (not towed gun crews) are in foxholes (-2 cover)

No German stands may have movement orders turn 1

I/7 Panzer Regiment is a reinforcement entering the table on turn 5 between points F & E. It is followed on turn 6 by the Stab & Stabs Kompanie 7 Panzer Regiment

Soviet Deployment

BHQ, Recce Company and 1st Battalion, 1st Guards Tank Brigade is deployed on table in the deployment area delineated by the red dashed lines.

365th Rifle Regiment, with the 289th Tank Destroyer Regiment, is deployed on table in the deployment area delineated by the red dashed lines.

27th Tank Brigade drives on the table turn 1 within 9" of point D

28th Tank Brigade drives on the table turn 1 between points B & C

Motor Rifle Battalion 1st Guards Tank Brigade arrives turn 2 along road A.

AA Company 1st Guards Tank Brigade arrives turn 3 along road A.

2nd Tank Battalion 1st Guards Tank Brigade arrives turn 4 along road A.

18th Rifle Division's HQ arrives turn 3 along road D

3/1304th Rifle Regiment arrives on the wood edge HJ on turn 3. It may not arrive anywhere within 2" of a German stand

2nd Squadron 37th Cavalry Regiment arrives on the wood edge HJ on turn 5. It may not arrive anywhere within 2" of a German stand

Reinforcement Summary

Turn Unit Entry
1 27th Tank Brigade 9" of D
1 28th Tank Brigade BC
2 MR Bttn 1st Gds Tank Brigade A
3 AA Coy 1st Gds Tank Brigade A
3 3/1304th Rifle Regt HJ
3 18th RD HQ D
4 2nd Bttn 1st Gds Tank Brigade A
5 2nd Sqn 37th Cav Regt HJ
5 I/7 Panzer Abt FE
6 Stab 7 Pz Regt FE

Terrain

The map is 5ft x 8ft if playing at 1" = 50m. North is towards the top of the map

There is a light covering of snow on the ground but neither side seems to have found movement difficult. Despite being November in Russia Katukov noted it was a bright sunny day.

The green areas are woods. Within 3" of the edge are light woods. Further in they become dense woods (impenetrable to vehicles & man-handled guns, 1/2 speed for personnel). Although the edges are open vehicles and manhandled guns may only move perpendicular to the wood edge, they may not move parallel (i.e. no sneaking along the edges of woods with tanks)

The dashed lines in the woods indicate tracks. They may be traversed by all stands as if open ground. LOS along tracks is 4" and all stands on the tracks count light cover. Wood adjacent to the tracks is not considered open (except when within 3" of the wood edge)

The grey areas consist of 4"x4" BUA's. These are wooden (-2 cover). Within the BUA there are quite large gaps between buildings. Tanks placed in the BUA get no cover (there is also no firing penalty if using the simple town fighting rules on this site)

The grey hollow square is the town cemetery and is surrounded by think stone walls (-2 cover to non HE)

The dark red line is a cobbled main road.

Green dotted lines indicate tree lines which break LOS (unless stand is adjacent) and give light cover (-1)

The blue lines are for the most part streams. They cost a BMA for an tracked or personnel stand to cross. Wheeled or manhandled stands take 2xBMA to cross. The streams give -2 cover to those within The thick blue line is impassable to all stands

Where the stream is flanked by green dotted lines this indicates trees growing on the banks which give -1 cover and break LOS. The stream and trees is considered one obstacle, so if adjacent to to trees or stream on the table a stand can see through the tree line and be seen

The double lines crossing the streams indicate foot bridges. They will take personnel and Class I manhandled guns only

The tan lines are crest lines. Crest lines break LOS and give hull down positions to AFV's touching them (-2 cover)

Special Rules

The game starts at 11:00 and lasts until dusk at 16:00 i.e. 10 turns

No German stand can have movement orders turn 1

Just before the game starts the Soviets bombard Skirmanovo and the surrounding countryside. All of  86 Schützen Regiment spends turn 1 suppressed. (the Katyushka strike was the signal for the attack to start) This means that the Katyushka can not be fired again until turn 3. Each battalion has a maximum of two remaining shots during the game

The SdKfz-251/1 Stuka zu Fuss has only one shot in the game

Air Support

The Germans roll d6 every turn starting with turn 3, on a 6 they get air support. Roll d10: 1-6: Bf-109F Fighter, 7-8: Ju-87B Stuka & 9-10 Bf-109 & Stuka

The Soviets automatically get an air strike on turn 1: IL-2 strike plane and a MiG-3 Fighter. The Soviets roll d6 turns 2-4, on a 6 they get air support. There after they roll d10 and get support on a 10. Roll 1d10 when the support is rolled:  1-6: I-15bis, I-16, LaGG-3 or MiG-3 fighter, 7 I-16 light attack, 8 Il-2 Attack; 9: I-16 light attack & I-15 fighter & 10 Il-2 Attack and MiG-3 Fighter

Victory Conditions

The Soviets must take and hold Skirmanovo (2VP), Point 264 (1VP), Marino (2VP) and Point G (1/3VP*). Point G is only worth three points if either Skirmanovo or Point 264 have fallen, otherwise it is worth 1 VP

If the Soviets get 0-2 points the German win. 3-4 Points is a draw. 5+ VP's is a Soviet victory

To hold Skirmanovo or Marino one side must have at least one personnel stand in good morale in the BUA(s), while the enemy must not have any personnel stands in good morale in the BUA(s)

To hold point 264 or point G one side must have at least one personnel stand in good morale within 3", while the enemy must not have any personnel stands in good morale within 3"

VPs are assessed at the end of the last turn. Previous occupancy does not count, locations must be garrisoned.

Good morale is not shaken and not demoralised

Historical Outcome

The Russian attack smashed the German defences, and nearly destroyed II/86 while capturing Marino. However it took all day to capture Skirmanevo and the heights. As the day drew to a close the Russian motorised infantry of the Guards Tank Brigade was locked in a battle for Kozlove (just south of point G).. The village would fall but not until the next day.

Victory was short lived. On the 16th the Germans made a major attack and pushed the 18th Rifle Division north, then East, ever closer to Moscow

Pictures of the Game