Mtzensk 22 - 25 October 1941.

Game Length: 4 Days (October 22 - 25) with 9 turns per day.

In early October the Germans continued their final drive on Moscow and seized a bridgehead across the Zusha river at Mtzensk. However, further advances were delayed while the 2nd Panzer group eliminated the Bryansk pocket. That operation has concluded and the 4th Panzer division has been ordered to open the road to Tula. Additional forces are available should the Soviets prove stubborn.

The Map.

The map and historical deployments are based on the historical article accompanying The Gamers TCS series game of GD'41 (see References below). The scenario presented here includes the operations of the 3rd Panzer Division as well as those of the 4th Panzer Division. The map scale of TCS series games is the same as that used in GBWWII (of 1" is approximately 200 yards). This makes this map quite accurate for the area covered by both games. The operational map for the 3rd Panzer Division is more conjectural. Indeed, the whole map has been modified, to some extent, to be more easily reproduced on a typical wargames table. Those geographic features which were important for the battle's outcome have been reproduced and less attention paid to those which did not have much effect.

Link for the Battle of Mtzensk Map. The map can be downloaded by clicking on the link and saved using the right mouse button.

German Briefing.

Supply: Poor
Friendly Edge: West
Activations: 24
Artillery: Experienced, see special rules for number and schedule
Morale: 6th, 18th and 35th Panzer Regiments are Experienced, the rest are Average.
Air Support: One fighter sortie (Ju87) per day.

4 Panzer Division:

C Ops and FUP

35 Panzer Regiment

1 HQ Stand

1 Abteilung, with:

2 Pz III Stands
1 Pz IV F1 Stand

12 Infantry Regiment

1 HQ Stand
1 PAK 35 (Light Gun)

2 Abteilung, each with:

3 Rifle Stands
1 Hvy Wpns Stand

33 Infantry Regiment

1 HQ Stand
1 PAK 35 (Light Gun)

2 Abteilung, each with

3 Rifle Stands
1 Hvy Wpns Stand

11 Flak Abteilung

1 Flak 36 (Super Heavy Gun)

79 Pioneer Abteilung

2 Rifle Stands

49 Panzerjaeger Abteilung

1 PAK 38 (Medium Gun)

Infantry Regiment Gross Deutschland (attached)

1 HQ Stand
1 Stug III D (Medium Gun)
1 PAK 38 (Medium Gun)

3 Abteilung, each with

3 Rifle Stands
1 Hvy Wpns Stand

3 Panzer Division:

C Ops and FUP

6 Panzer Regiment

1 HQ Stand

3 Abteilung, with:

1 Pz III Stands
1 Pz IV F1 Stand

18 Panzer Regiment

1 HQ Stand

3 Abteilung, with:

1 Pz III Stands
1 Pz IV F1 Stand

3 Infantry Regiment

1 HQ Stand
1 PAK 35 (Light Gun)

2 Abteilung, each with:

3 Rifle Stands
1 Hvy Wpns Stand

394 Infantry Regiment

1 HQ Stand
1 PAK 35 (Light Gun)

2 Abteilung, each with

3 Rifle Stands
1 Hvy Wpns Stand

314 Flak Abteilung

1 Flak 36 (Super Heavy Gun)

39 Pioneer Abteilung

2 Rifle Stands

521 Panzerjaeger Abteilung

1 PzJg I (Medium Gun)

Link to view the 3rd Panzer Division Order of Battle in diagram form.

Link to view the 4th Panzer Division Order of Battle in diagram form.

Deployment:

The 4th Panzer Division C Ops and FUP start in Mtzensk. The IR 12 starts within Mtzensk. No stand may start within 4" of any Soviet stand. Deployment casualties are not applied to the initial deployment. All units of the 4th Panzer Division must begin on Table 2, while all units of the 3rd Panzer Division must begin on the Table 1. The Germans deploy second but more first.

Reinforcements:

The Germans have the following scheduled reinforcements in this scenario.

23 October

The remainder of 4th Panzer Division except the IR GD is available.

The IR 3 of the 3rd Panzer Division (plus attachments) is available.

24 October

The IR GD is available.

The remainder of the 3rd Panzer Division is available.

All reinforcements are available for the dawn turn of the day they arrive.

Soviet Briefing.

Supply: Poor
Friendly Edge: East
Activations: 8
Artillery: Inexperienced, 8 templates, 12 rounds, 2 replacements per day
Morale: Average
Air Support: None

6 Guards Infantry Division:

C Ops and FUP

4 Guards Infantry Regiment

1 HQ Stand
1 SMG Stand
1 45 mm ATG (Light Gun)

3 Battalions, each with

3 Rifle Stands
1 Hvy Wpns Stand

10 Guards Infantry Regiment

1 HQ Stand
1 SMG Stand
1 45 mm ATG (Light Gun)

3 Battalions, each with

3 Rifle Stands
1 Hvy Wpns Stand

25 Guards Infantry Regiment

1 HQ Stand
1 SMG Stand
1 45 mm ATG (Light Gun)

3 Battalions, each with

3 Rifle Stands
1 Hvy Wpns Stand

11 Independent Tank Brigade:

1 HQ Stand

2 Battalions, each with

3 T 26 Stands (Light Gun)

1 Battalion, with

2 KV-1 Stand (Medium Gun)
1 T 34 Stand (Medium Gun)

1 Battalion, with

3 Rifle Stands
1 Hvy Wpns Stand

201 Independent Parachute Brigade:

1 HQ Stand
1 BT 7 Stand (Light Gun)

2 Battalions, each with

3 Rifle Stands
1 Hvy Wpns Stand

4 Independent Tank Brigade:

1 HQ Stand

2 Battalions, each with

1 KV-1 Stand (Heavy Gun)
2 BT 7 Stands (Light Gun)

1 Battalion, with

3 Rifle Stands
1 Hvy Wpns Stand

Link to view the 6th Guards Infantry Division Order of Battle in diagram form.

Link to view the Attached Units Order of Battle in diagram form.

Deployment:

The 10th Guards Infantry Regiment deploys behind the field defenses in front of the Mtzensk bridgehead.

The 201st Paratroop Brigade deploys south of the road between the crossroads marked I and II on the map and north of the stream.

The 11th Tank Brigade deploys around the crossroads marked III on the map.

The 4th Guards Infantry Regiment deploys around the crossroads marked IV on the map.

The 4th Tank Brigade deploys around the crossroads marked V on the map.

The 25th Guards Infantry Regiment deploys on the highest contour of the hill containing the crossroads marked VI and VII on the map. The Soviets deploy first and move second. All units may deploy hidden.

Reinforcements:

The Soviets have no reinforcements in this scenario.

Victory Conditions.

The German forces must exit at least 1 C Ops from the Eastern edge of the table. That C Ops must not be cut off during the following night turn. Any other result is a draw. A German victory will be considered decisive if in addition to the previous condition they have also overrun or cutoff the Soviet C Ops and FUP.

Weather.

 

1 - 2

3 - 7

8 - 9

10

Or less

 

 

or more

Clear

overcast

drizzle

Fog or Storm

Air support

yes

no

no

no

Go to ground

 

 

+10 %

+20 %

Visibility

12"

12"

6"

3"

Modify next weather roll

-1

 

+1

+1

The first day (22 Oct) is automatically clear.

Special rules.

1

The Zusha River is uncrossable except at the bridgehead at Mtzensk or for troops using assault boats or a pontoon bridge as described below.

2

Streams can be forded anywhere by infantry. Vehicles can only ford streams where a road or track crosses the stream. This is a special action and requires an action point

3

The 4th Panzer Division cannot build pontoon bridges, but has enough assault boats to enable a single battalion to cross the Zusha once during the game. Its non vehicle attachments may also cross. The river may be crossed anywhere during its length on or adjacent to Table 2. The boats become available for use on the dawn turn of 23 October, but can be used later if desired. The day turn on which the crossing is to occur must be written down in the previous night turn. All of the battalion's actions for that turn are used to cross the river. If the battalion does not open up a land link to its C Ops it may be isolated during the following night phase. The Zusha may instead be crossed just to the south of Table 2. If this option is used place the battalions stands in Assault formation within 6" of where the road marked G2 enters Table 2. They are positioned 2 turns after the battalion crosses the river and arriving on the table uses all of the battalion's actions for that turn.

4

The 3rd Panzer Division has been assigned all of the corps bridging assets and may build two pontoon bridges across the Zusha on Table 1. One of these bridges will be ready for use on the dawn turn of 23 October and the other for the dawn turn of 24 October. The location of both bridges must be written down before beginning the game. German stands may cross these bridges in column formation and treat the bridges as their entry point to the table. Hence the bridges act as if they were a road joining a friendly table edge. Troops must cross the bridge in column. The first combat stand that crosses is temporarily treated specially. It moves as if in bad going and may not initiate any combat. The ground over which it passes is subsequently treated as a friendly track for all movement, supply and command purposes. This special behaviour lasts until the stand reaches an existing road or track. In this way the pontoon bridge entry points are connected with the existing transportation network. The C Ops and FUP may advance over these new tracks etc. One bridge may be built across the river on that part of it which is just West of Table 1. If so, 2 turns after the bridge is completed, troops deployed across it appear within 6" of the Table 1 entry point for the road marked G1. The usual rules governing troop deployment from a table edge then apply and this part of the table edge is considered friendly.

5

The railway embankment is treated as a crest line for troops immediately behind it.

6

Eight German artillery templates are assigned to each division. A divisional template can only be assigned (called etc) to stands of its division. Furthermore, only 4 templates are available to each division on the first day its troops are deployed on the table when it receives 8 artillery rounds. On the following day add the remaining 4 templates and 12 artillery rounds. Thereafter each division receives 4 replacement artillery rounds per day.

7

German battalions in reserve may be formed into ad-hoc Kampfgruppen during the night phase. The kampfgruppe must include a Regimental Headquarters stand. Battalions assigned to Kampfgruppe's can be returned to the reserve individually during the night phase, but can only be added to other Kampfgruppe's or returned to its regiment if those battalions are also in reserve. A Kampfgruppe is counted as a Battlegroup for the purposes of command and activation.

8

The Soviet field defenses as shown on the map is a belt of wire and minefields about 1" wide. The effect of these defenses is as follows. No German unit may both enter and exit an uncleared section of defenses in a single action. For each action expended by a stand which is even partly in the defensive belt each stand must roll a d10, and on a result of 1-6 it becomes disordered. An additional disorder has no effect. This is done for all types of action. A Soviet stand which is touching the edge of the defensive belt is considered to be entrenched. It therefore benefits from the soft cover modifiers for artillery barrages, morale checks and close combat. Engineer stands may expend an additional action point per movement action while crossing the defenses. This has the effect of clearing the minefield effect of the defenses from the ground crossed by that stand. Any stand crossing the defenses where they have been cleared does not have to dice to see whether it becomes disordered. It may also enter and exit the defenses in the same action. The defensive bonus for defending Soviet stands is unaffected. Engineer stands paying the extra action point also do not check for suppression while moving through the defenses, but cannot cross them in one action.

9

The Soviets have been entrenched along the Zusha for several weeks. Consequently they have had plenty of time to prepare an artillery defensive fire plan. Soviet artillery may fire the full range of missions including pre-registered barrages.

10

The 4th Panzer Division did not commence its attack on the first day until after noon. To play this option, only allow 7 game turns for the first day but all of those turns use the 12" sighting range.

11

On any day except the first, the German player may begin under the cover of night. If this option is used the number of game turns for that day is still 9, but the first three turns of the day have the 3" sighting restriction, the 4th turn 6" and the 5th turn 12". Bridges and assault boats are still not available until first light which now occurs on turn 3.

12

The IR394 belonging to the 3rd Panzer Division is off table to the north occupying the attention of the Soviet 41st Cavalry Division. Strictly speaking, the II/IR33 should be off table to the south engaging the Soviet 10th Paratroop Brigade. If you wish to play this alternative, remove that battalion from the German order of battle and do not allow the 4th Panzer Division to use the assault boats.

13

As an option, allow the Soviets to only deploy their front line troops (10th Infantry, 201st Paratroops and 25th Infantry). Place all other formations into reserve and have them deploy from reserve according to the usual procedure.

14

The Soviet artillery may be fielded as direct fire weapons if desired. By removing two templates from the stockpile, the Soviet player may deploy one 76mm medium gun stand as a direct fire weapon. Each shot still removes one round of ammunition from the Soviet supplies. Stands so deployed are cannot be exchanged for artillery templates, reflecting the inflexibility of the Soviet command structure.

References.

  1. GD'41, The Gamers, TCS #2-09, 1996
  2. http://www.geocities.com/MotorCity/8418/16pz.htm (complete order of battle for 3 and 4 Panzer divisions)



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