Reconnaissance by Assault at Ulianovo: Operation Kutuzov, 1943
It was clear by July 11th 1943 that the German offensive aimed at Kursk had shot its bolt. The Soviets, who had been preparing a counterstroke aimed at recapturing Orel, launched Operation Kutuzov to reduce the salient in the northern sector of the lines. The centerpiece of the assault was Lieutenant General Bagramian’s 11th Guards Army. The German 2nd Panzer Army was caught unaware and fought desperately to stabilize its lines. July 11th saw “small scale” assaults and heavy patrolling by the Soviets to set conditions for the titanic offensive to come. One such spot was Ulianovo, where the Soviets attempted to eliminate the German forward presence.
July 11th, 1943. North of Ulianovo, Russia (110 kilometers from Orel, Russia)
· Immediate Reserves (Defender)
· Minefield (Defender)
· Random Objective* (Defender) German player secretly rolls a 1D3 to determine which building houses the German Command Post and places the Grenadier Company HQs stands within the building. This is the objective the Soviets must capture.
· Spotting* (Attacker) Soviets may “spot” with the Battalion HQs or Company leaders to locate the German Company HQs (their objective!) . Roll 4+ on 1D6 per spotting element. Any Soviet Battalion command and Company Command Stands may spot in lieu of any other action (artillery observation, moving) on any turn. They may make a spotting roll if they have Line of Sight to a building. Pinned stands may still spot. Spotting occurs during the movement phase. Declare the spotting stand and the target building. If successful, the German player must reveal what is inside the building and if it is the command post.
The Germans place their on-table forces first. The large infantry platoon is placed in the long trench. The reduced infantry platoon is placed in immediate reserve. The sniper and the mortar section are placed anywhere on the German side of the table. The HQs/Command Post is placed secretly - roll a 1D3 for which building the CP and the Company HQs are in, along with an objective marker to mark it.
The Germans place one minefield anywhere outside the Soviet deployment area. The Germans place a ranged-in marker anywhere on the board that is visible to troops in the trenchline.
WHO GOES FIRST
The Soviets have the first turn.
WINNING THE GAME
The Soviets win if they end their turn holding the objective. This means they must occupy the building that holds the Command Post / Company Headquarters. The Germans win if they end turn 7 with no Soviet stands within 8” of the objective.
Elements of 1st Company, 1st Battalion, 306th Infantry Regiment, 211th Infantry Division
1 x Grenadier Company HQs (2 x SMG Stands)
1 x Grenadier Platoon (9 x Rifle/MG Stands, 2 x HMG) starts in trenchline
1x Reduced Grenadier Platoon (7 x Rifle/MG Stands, 1 x HMG) in immediate reserve
1 x Sniper
1 x Mortar Platoon (2 x tubes of 8.0cm Mortars)
Total: 35 Points (Iron Cross Book)
Forward Detachment, Elements of 26th Guards Rifle Division, 8th Guards Rifle Corps
1 x Hero Rifle Battalion HQs (1 x Rifle Stand) – May Spot
3 x Hero Rifle Companies (10 x Rifle/MG Stands, 1x HMG, 1 Flamethrower, 1 Kommissar) Rifle Command Stands May Spot.
1 x Hero SMG Company (7 x SMG Stands, 1 Kommissar)
1 x Mortar Company (3 x tubes of 82mm Mortars)
Total: 39 Points (Enemy at the Gates Book)
Nicely presented and a well nailed down scenario. It will be interesting to see how the spotting roll works in practice, getting the balance right between numbers of spotting opportunities Vs scores needed to spot is a fickle thing when Lady Luck is in town.ReplyDelete
Enjoy your game this weekend.
Thanks Norm! You have not heard the last of Ulianovo this weekend!Delete
What is the purpose of the “ranged-in” marker?ReplyDelete
It serves as a pre-registered artillery target so your indirect fire automatically arrives on it, as opposed to having to "range in".Delete
Is that specified in the scenario or rules based?Delete
I have not read every account of the previous trial games, but enough to know this is a really nice scenario that either side could win. Looking at the points, the Soviets are only a few up on the defenders, which indicates why it's no walkover for them....you would normally aim for a three to one advantage, particularly going against prepared defensive positions! It's going to be a good test for the conventioneers!ReplyDelete
I'm hoping so! I will be hosting it Sunday and will be watching the action unfold and blogging it of course!Delete
Superb work developing this Steve, and thank you for sharing. This will be an absolute blast at the con!ReplyDelete
Thanks Darren. I'm hoping so!Delete
Cool stuff man, you have definitely conducted your due diligence with this scenario ;)ReplyDelete
I'm trying, Jack! Thanks!Delete