(COI) B "HILL 253.5"
Published in the GENERAL volume ##
number #: Updated 060716
40 MILE NORTH OF KURSK, July 9, 1943: Operation
Citadel had begun, but instead of the desired lightning breakthrough, the fighting
had taken on the characteristics of World War I trench warfare. In four days of
grueling combat the XLI Panzer Corps had managed o penetrate the defenses of the
Soviet 13th Army to a depth of only about five miles. The Corps, now being slowly
forced onto the defensive by increasing enemy pressure, needed to secure a strong
position on which to anchor its left flank and free it s mobile elements: such
a spot was the commanding heights of Hill 253.5 near the village of Ponyri, where
some of the most intensive fighting of the entire Eastern campaign was taking
place. On July 9th, the Germans stormed and captured Hill 239.8 and to exploit
this success an assault on Hill 253.5 wa ordered.
VICTORY CONDITIONS: The Germans
win if at the end of the game they solely occupy, with unbroken squads of functioning
AFVs, four of the level 3 hexes of HIll 621 and there are no Russian unbroken
squads or functioning AFVs on the remaining level 3 hexes. "Functioning"
is defined as having an unbroken , unstunned crew and any working armament.
Russians win by prevent the German victory conditions.
sets up first
- AT START: Elements of the 307th Rifle Division;
set up south of road Q1-Y10:
1x9-2, 1x8-1; 1x8-0; 2x628; 6x447, 4x237; 2xLMG; 2xMMG, 1x6-12 HMG; 3xmc;
1xDC; 1xFT; 1xRadio; 2x76L ART; 1x45L ATG; 8xConcealment; 40xMines 8xEntrenchments;
- TURN 4: Elements of
Mechanized Brigade; enter via south edge.
1xKV1C; 1xKV1A; 1xM3 (-/-/4); 1x9-1; 3x628; 3xLMG
- AT START: Elements of the 18th Panzer Division
and the Panzerjager battalion 653; set up North of road Q1-Y10:
1x10-2; 1x9-2; 1x9-1; 1x8-0; 4x838; 8x467; 4xLMG; 1xDC; 2xFT; 2xPzck; 1xRadio;
2xPzKw VD Panther; 1xJagdPz Tiger Elefant; 2xSPW251/1
SPECIAL SCENARIO RULES:
- B.1: Wire and mines may be placed in the
hexes winch contain road Q1-Y10. Mines may only be placed in quantities of
6F, 8F, and 12F.
- B.2: Both sides have
one 80+mm artillery module.
- B.3: Both sides receive random air support.
(Russian: Two IL-2M3 Modified Sturmovik; two MGs and 20L mm cannon with an
Infantry Fire Table equivalent of 20 factors and a 37L cannon mounted beneath
the wings; Germans 1-3 Stukas; 20L cannon with an Infantry Fire Table equivalent
of 16 factors and a 360+ HE bomb. The German player may substitute the bomb
load with a 37L cannon for one stuka).
- B.4: Germans 838s may make unlimited smoke.
- B.5: The German player may not inspect the
contents of entrenchments counters prior to setup.
- B.6: SIDE SELECTION PROCEDURE: Each player
takes one marker of each nationality and simultaneously reveals their choice
of side. If opposing sides are selected, those sides are assigned. If the
same side is chosen, the players bid for side with the lower rated (seed)
player bidding first. Bids may start at '0' and progress in whole numbers
only. The bid is the number of dominate AT START squads to be added to the
opposing side. The bid continues until one player accepts the opposing side
whose force is augmented with that bid.
AFTERMATH: The German
units, decimated and exhausted by five days of incessant fighting, attacked
doggedly but didn't have the strength to seize or hold the hill. The panzergrenadiers
were soon actually on the defensive as continuous Soviet counterattacks force
the Germans to employ their last reserves merely to hold their own positions.
CREDITS: Original design
by Burt Baker, Development by Jon Mishcon & Joe Suchar. The TS scenarios
were used in the Origins 1983 COI/COD tournament.
Applicable COD 125. 3RD LEVEL BUILDINGS
125.1 Buildings may gain
3rd level status only by specific scenario definition. In many cases a multi
hex building will gain 3rd level status over only part of the total building
usually a staircase hex.
125.2 Units in a 3rd level building are considered on the 3rd
level only if they are placed on top of a 3rd level counter.
125.3 The cost of moving up or down a building level remains
2 MF per level. A unit may move up or down a staircase hex only one level per
125.4 Demolition attacks which do not result in rubble (58.1)
affect only the target level. Ground level flamethrowers may not affect a third
level target directly.
125.5 Indirect fire affects only the two top levels with a
separate effects dice roll for each level. It has no effect on ground level
units unless a KIA result rubbles the entire building hex.
125.6 Being on a 3rd level counter is equivalent to being on
a level three hill hex; the third level hex is a 3.5 level
125.7 A level 3 building hex in the LOS of an observer on a
level 4 hill causes a "blind zone" of three hexes directly behind
it along the observer’s LOS (7.4).
125.8 Units may not fire up or down a staircase hex more than
125.81 Direct fire HE shells aimed at the 3rd level of a building
have no "Near Miss" (100) affects unless the TO HIT dice roll exceeds
the TO HIT number by only one, in which case the second level of the building
is hit with Area Fire (LOS permitting).
125.82 No AFV armament except AA MGs may fire at an adjacent
building’s 3rd level.
125.9 All other rules pertaining to Upper Building Levels (57),
Rubble (58), and Fire (59) apply normally with logical modifications. For example,
units changing levels without a staircase (57.9) would be limited to a change
of one level per turn.