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THE COUNTER-OFFENSIVE
On the 10th, Gruppe Stemmermann
attacks with success towards the south,
while still protecting its vital link to the
outside, the Korsun airfield. The next
day, III PzK again goes on the offensive.
XLVII PzK is on its right to draw Konievs
forces.
Initial success is rapid, despite the
Russian resistance and the first encounter
with the powerful JS2 [Josef Stalin 2
tanks]. The city of Lisyanka is captured
on the 12th. Only 30 kilometers still
separate Stemmermann and Breith. The
German advance halts north of Lisyanka,
on hill 239, where furious fighting takes
place. Stemmermann continues to make
good progress southward. The Russians
maintain the pressure on his troops but
are unable to break the defensive circle.
On February 16, the 47,000 survivors
of XI.AK and XLII.AK are ten kilometers
from the German lines, but it is clear that
III PzK, exhausted and itself threatened
with encirclement, can go no further.
During the night of the 16th-17th, after
destroying their heavy equipment, the
first soldiers from the pocket break into
small groups and make their way through
the Russian lines in the darkness. It takes
the Russians several hours to realize what
is happening. On the morning of the
17th, Russian tanks unsuccessfully attempt
to cut the corridor that Gruppe
Stemmermann has opened. The German
rear guard leaves the pocket on the 18th
with light losses.
The battle for Korsun is over. The
Germans succeeded, somewhat, in
avoiding a Stalingrad-like disaster. Of
the 65,000 men initially encircled,
40,000 escaped. But the six encircled
divisions are out of action, having
4 - Operations Phase
- First Player activation sequence: the
player with the initiative may activate all
of the units belonging to a single
formation, or 3-4 (depending on
nationality) units of his choice (including
this turn's reinforcements, see 18). These
units may then spend their Action Points
(AP) according to the action rules (see
3.4.1). They may move, take up
2 - SEQUENCE OF PLAY
defensive positions and/or attack.
Korsun 1944 is played in a number of
The player may also decide to pass
turns (depending on the scenario being
and not activate any units.
played), each game turn being composed
Stacking limits are checked and
of several phases.
corrected as needed (see 5). Both
players may play Stratagems.
2.1 Game Sequence
- Second Player activation sequence:
1 - Supply and Command Phase
the second player does the same with the
Both players check the Line of Supply units of his choice. Stacking limits are
(LoS, see 10) and Line of Command
checked and corrected as needed (see
(LoC, see 8) for all of their units.
5). Both player may play Stratagems.
2 - Support Phase
Support markers received this turn are
placed in the pool. Depending on the
weather, markers attached to a HQ
(available or used) may be returned to
the pool or remain attached to the same
HQ (see 1.6).
Both players allocate their available
Support markers (see 1.6) to the corps
and army HQs by placing them in the
appropriate box on the player aid
display (on the back of the countersheet),
up to the limit of each HQ's support
rating [note that unsupplied HQ cannot
be given Support markers, see 10.3].
3 - Determine Initiative
Each player rolls 1d6 to determine who
has the initiative for the turn, high roll
wins. Reroll in case of ties.
strength halved.
3.5.2 Fatigue Recovery
To recover from fatigue, the HQ or
unit must spend 2 AP at the moment of its
first activation in a turn, even if it is in
enemy ZoC. The marker is then
removed.
Note: a fatigued unit cannot
immediately refatigue, it must first
recover from fatigue before possibly
fatiguing itself again.
3.6 Disorganization
A unit which retreats after combat
becomes disorganized. Its combat
strength is halved in both attack and
defense until the end of the turn. A
Disorganized marker is placed on the
unit.
4 - ZONES OF CONTROL (ZoC)
4.1 Overview
A unit's ZoC affects movement and
combat of other [enemy] units.
Most units exert a ZoC into their own
hex and the six adjacent hexes, except
across a river, even one spanned by a
bridge. However, ZoC applies along a
river hexside, it is thus forbidden to cross
a river hexside if an enemy ZoC is in the
hex on the other side of the river. [Units
extend a sort of quasi-ZoC across rivers.
Your unit does not have to stop or attack
when it moves to a hex across the river
from an enemy unit, however it may not
move across the river without attacking
the enemy unit. For example, suppose a
German unit in 2818. A Soviet unit
which moves into 2918, across the river,
does not have to stop or attack, however
it could not move into 2919 so long as
the Germans exert a ZoC into that hex.]
strengths.
Different units attacking from a single
hex (i.e. a stack) may attack different
enemy hexes. Each attack is resolved
separately. However, the combat
strength of a unit may not be divided
among several combats.
7.3 Attack Actions
There are two possible types of
attack. Each type has its own
characteristics as explained below and
summarized in Table 7.3.
7.3.1 Normal Attack
The unit or stack spends 1 AP to
attack a target hex. This attack may
benefit from one and only one HQ
support. Other adjacent stacks may join
in the attack if they have at least 1 AP.
The unit or stack of units may again
move and/or attack after its first attack if
it has APs remaining.
7.3.2 Prepared Attack
The unit or stack spends 2 APs to attack
a target hex. The active player notes the
APs expended then may activate other
units or stacks within the constraints of the
chosen activation (3.1) and available APs
(3.4.1), in order to attack the same hex.
He then notes the APs expended by these
new participants in the attack and
declares a Prepared Attack. This attack
may benefit from two HQ supports.
Following any required advance after
combat (see 7.7.2), units may
subsequently attack units adjacent to
them or move if they have APs remaining.
7.4 Modifiers
Modifiers are as follows:
- Defender's Terrain: the terrain in the
2912
2913
2914
Free
544/389
545/389
546/389
KG Koller/5SS
- Turn 3
* 3 PzK HQ
* 17 Pz Div./3 PzK (-1 AP) [39/17
Pz armor; 40/17 Pz mech; 63/17 Pz
mech]
1 Artillery support marker
- Turn 4
# 13 Pz Division/47 PzK [4/13 Pz
armor; 66/13 Pz mech; 93/13 Pz mech]
* 376 Infanterie Division/47 PzK
[672/376 inf; 673/376 inf; 767/376 inf]
# 1/26 Pz/47 PzK
# 16 Pz Division/3 PzK [2/16 Pz
armor; 64/16 Pz mech; 79/16 Pz mech]
1 each StuG, Nebelwerfer, and
Artillery support markers
- Turn 5
# KG Haack/47 PzK
* 1 SS Pz Division/3 PzK [1/1 SS
armor; 1/1 SS mech; and 2/1 SS mech]
* 131/1 Pz [3 PzK]
# 24 Pz Div/47 PzK (optional, see
17) [24/24 Pz armor; 21/24 Pz mech;
26/24 Pz mech]
* Bake/3 PzK armor
- Turn 6
* 1 Pz/1 Pz armor [3 PzK]
- Turn 7
* 1/1 Pz mech [3 PzK]
18.2 Russian Placement
27 Army [yellow]
0105 27 A HQ
0411 180
0205 159 RF
0310 337
40th Army [dark blue]
0114 40 A HQ, 163, 232
0115
0116
0215
0315
42 Guards
74
133
58
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