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.
SETTING UP
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.
Forces
Germans
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)
Soviets
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.
ReplyDeleteEnjoy your game this weekend.
Thanks Norm! You have not heard the last of Ulianovo this weekend!
DeleteWhat is the purpose of the “ranged-in” marker?
ReplyDeleteIt serves as a pre-registered artillery target so your indirect fire automatically arrives on it, as opposed to having to "range in".
DeleteIs that specified in the scenario or rules based?
DeleteRules.
DeleteI 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!
ReplyDeleteI'm hoping so! I will be hosting it Sunday and will be watching the action unfold and blogging it of course!
DeleteSuperb work developing this Steve, and thank you for sharing. This will be an absolute blast at the con!
ReplyDeleteThanks Darren. I'm hoping so!
DeleteCool stuff man, you have definitely conducted your due diligence with this scenario ;)
ReplyDeleteV/R,
Jack
I'm trying, Jack! Thanks!
Delete