Southern Front WW II Scenario

Tigers in Russia: December '43

by Mike Reese


(Editor's Note: Mike Reese submitted this World War II scenario that he ran at Michicon '95 using WRG 1925-50 Rules. Enjoy!)

Germans (3-4 Players)

SITUATION: Operation "CITADEL" has been canceled due to an invasion of Italy and Soviet offensive operations north of the Kursk bulge. 2nd SS Tank Division, "DAS REICH" is counterattacking a Soviet thrust north of the Kursk salient. A battlegroup of the division has taken a heavy bridge by "Coup deMain," eliminated all resistance in the town of KATLYN, and has crossed the bridge and established a bridgehead on the west bank. Occupation of this bridgehead will allow 2nd SS to cross the river and attack north, cutting off the Soviet spearheads to the west.

MISSION: Your battlegroup (Kampfgruppe) will occupy as deep a bridgehead as possible with the forces available, and then defend the bridgehead until relieved by the main body of 2nd SS. The main body is expected to reach your positions within 2 hours.

Set Up
RECON - anywhere on the table.
GRENADIER COMPANIES - anywhere within 1000 meters of the bridge, to include attached antitank.
ENGINEERS - anywhere within 100 meters of the bridge.
TIGERS - 2nd Company, Heavy Tank Battalion 509 is just now crossing the bridge.

Recon and Grenadier companies with attachments may be hidden. Judge will indicate on your map where they are located. Once play starts, judge may require you to place your models on the map.

Time of Day / Weather: 10:35 hours - morning. Weather is good. Wind is from South-West.

Support: One battery of Wespe SP 105mm Guns from the armored artillery battalion is with you. You may place its guns anywhere within 500 meters of the bridge. It may be placed off table if you wish.

Direct Support (if off table) or Under Command (if on table): 6x105mm FH (2 Smoke, 2 Illum, 3 HEAT) SP Howitzers, Wespe, and 1x Mark III Observation tank (note: gun is a dummy. Armed with one turreted pivot LMG) with FO Team
D6 Die roll to get guns to fire: DS = 3+ ; UC =1+
# turns delay (-1 if registered): DS = 2+ ; UC =2+
Guns may be requested by the FO, by a Coy HQ or Coy STAFF, or by any platoon leader (to include SP and tanks). # added turns delay. Coy HQ = 1, Plt = 2, FO = -1.
Note: For all guns/howizters/mortars. All have HE plus limited number of special rounds. Only special rounds are indicated.

Units
KG HQ:
1x251/1, 1xCoy HQ C Tm

1ST GRENAIDER COMPANY 1st BN 1st SS Regt (ARMORED)(Company is V1) HQ (-): 1x251/3, 1xSTAFF C Tm
2xPLT each: 1x251/10, 1xPLT HQ C Tm; 3x251/, 3xE Squad
1xPLT of: 1/251/1, 1xPLT HQ MOP/75 FO Tm; 2x251/2 81mm Mortar APC (2 Smk, 2 Illum each); 2x251/9 75L24 Guns (2 Smk, 3 HEAT each)

6TH GRENADIER COMPANY 2nd BN 1st SS Regt (MOTORIZED)
HQ: 1xCoy HQ C Tm, 1xSTAFF C Tm, 2xKubelwagon cars
3xPLT each: 1xPLT HQ C Tm, 1xKW; 3xE Squad, 3xTrucks
1xPLT: 1xPLT HQ C Tm, 1xKW; 2xTrucks, 4xMMG Tm,; 1xTruck, 1xPak 40 75/L46

ELEMENTS, 2nd PANZERJAGER BATTALION "DAS REICH"
1ST COMPANY, 1st BATTERY: 4xMarder III SP Pak guns (2 V1)
3RD COMPANY, 3rd BATTERY: 3xPak 40 75L46 (1 V1), 3xC LMG Tm, 3xSdz 11 halftracks
Optional: Replace Marders with SGIIIF or G

ELEMENTS 3rd Battery, 2nd FLAK BATTALION
2xSDZ 7/1 Quad 20mm Antiaircraft Guns

509th HEAVY TANK BATTALION, 2nd Company
HQ: 1xTiger I (V2)
3xPLT each 1xTiger I (V1)

Veteran Crews
V2=VETERAN 2, V1=VETERAN 1. Veteran Cres fire more accurately and can engage more than one target, if the second target is within 100 meters of the 1st, in a turn. V2 = -2, V1 = -1 to hit. Changing targets is at a +1 penalty to hit. NOTE: All infantry units in the armored infantry company are V1.

Distributing Units

1 Player each has a company of infantry with an antitank battery; Commander runs the HQ, recon, and Tiger Company; AA guns are distributed by Commander as needed.
-- Alternate Distribution #1: 4th player runs Tigers as a separate unit.
-- Alternate Distribution #2: Each player gets a Tiger.

Soviet (7-8 players)

Guards 5th Tank Brigade

SITUATION: The German offensive at Kursk has been stopped. Attacks against the units north of Kursk has ripped the front open. Soviet armor is pushing rapidly west threatening to cut-off the Germans.

MISSION: Your brigade has been ordered to move to KATLYN to the south to reinforce a Soviet infantry battalion defending the heavy road bridge located there. Red Air Force units have reported German ground forces in the vicinity. You are to move as rapidly as possible to KATLYN and assume command of the defenses.

Set Up

Within 1 foot of the Northwest corner of the table in march column. Recon may be deployed. You may delay 2 turns bringing in your main force to allow your Recon to deploy. Indicate on map main route of each unit after giving the commander orders. Indicate objective of that unit by circle at end of arrow showing route.

Time of Day / Weather: 10:35 hours - morning, Weather is good. Wind is from South-West.

Support: Red Air Force units are operating in the area.

Distributing Units
-- Brigade HQ SOVIET COMMANDER
-- Recon SOVIET COMMANDER
-- Infantry Battalion SOVIET COMMANDER, or 8th player but can and should attach Infantry Company as needed to tank companies.
-- Infantry Heavy Weapons SOVIET COMMANDER or 8th player
-- Artilery SOVIET COMMANDER, or 8th player in support of Infantry Battalion, but may be attached as needed to tank companies.
-- Tank Companies PLAYERS 1-6
-- SMG Companies: Each company rides on one of the six tank companies, which means two of the six companies have tank riders. Should be chosen before the game and infantry issued to the tank company commanders. Counters representing riders go under the tank models.

Alternate Unit Distribution
-- Give up to two tank companies to each of three players, and one infantry company to each of the other three players. Give two Infantry Company Players a battery of SP artillery each, with the 3rd Infantry company player running the Infantry Battalion heavy companies (MG, AT, MORTAR).
-- Soviet Commander runs Brigade HQ and RECON and any reserve he decides to keep.

Units

BRIGADE HQ: 1xT34/76 w/radio, 1xBA-64 armored car w/radio, 3xZIZ trucks with Quad 14.5mm AAMG.

RECON: 3xT34/76 w/radio (T34's without radios will not have this indicated), 3xBA-64 armored cars

6xTANK COY each: 1xT34/76 w/radio, 9xT34/76

2xSMG Coy each: 1xCoy HQ A Tm, 8xSMG A Sqd, 6xD LMG Tm, 3xATR Tm. These are tank riders.

INF BN:
HQ: 1xBN HQ B Tm, 1xSTAFF B Squad, 1xJeep, 1xLt Truck
3xINF COY each: 1xCOY HQ B Tm, 6xB Sqd, 6xD LMG Tm, 3xATR Tm, 4xTrucks
MORTAR BATTERY: 4x82mm Mortar Teams, 2xTrucks, 1xMOP A Tm, 1xJeep
AT BATTERY: 3xLt Trucks, 3x45mm ATG
MG COY: 1xCOY HQ A Tm, 4xMMG Tm, 2xAAHMG Tm, 3xLt Trucks

Artillery
Neither of these batteries my fire indirect area fire. They may use direct area fire where the guns can see the target. Both batteries must move on table and may not fire in support from off-table.
Lt SP Battery: 4xSU76 (HE, AP)
Hvy SP Battery: 5xSU-152 (HE, 2 rds SMK)

Judge

Optional Soviet Air Support

1. Recon Aircraft. Soviets may get one "piper cub" recon aircraft which will fly at random over the battlefield. If it spots Germans AND the Soviet columns (and recognizes them on a D6 roll of 2+), it may land and provide information on what it saw.

2. IL-2 Sturmoviks. If available, they will attempt a medium altitude bombing attack on the bridge with 1000 pound bombs. 4+ to suppress/damage. If damaged treat as bad going. Second throw for a 6 to destroy. Any other result is damage. Area is 150 meters deep by 50 meters wide. Chance to hit is 1=short, 2=left, 3=right, 4=over, 5=short, 6= on target. Roll D6 and multiply x100 if short or over, 50 if left or right.

    -- If Piper spots German units and identifies them as such (D6 roll of 2+), then roll a D6 for obtaining 4 Sturmoviks with orders to destroy the bridge. Roll of 5+ obtains bombers next turn. Sturmoviks will arrive from east, bomb bridge and fly off table in same turn. Bombing is from medium altitude.
    -- If Soviets obtain bombers, have German roll a D6. If a 6 is rolled German fighters intercept the IL-2's and they never make it to the table.
    -- If bridge is destroyed by bombers, then Soviets will receive an order within a D6 number of turns to attack and destroy the German bridgehead.

Optional German Units

SGIII instead of Marder III
Add a Pz III Company (12 Mk III/J-M, 5 Mk III/N) or
Add a Pz IV Company (12 Mk IV/G, 4 Mk IV/D or F1 75L24)

Map

Road over bridge lower left. Town near west edge north of stream and bridge. Stream runs from lower left to right, going through large forest east of the town. Hill southeast of town. Several woods outside town. Woods to north. Fields (barren) around town. Scattered small woods. Road out of town runs north, then east, then north again.


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