[DO2021] SC06 Belgorod - Kharkov - August 17, 1943 - August 23, 1943

Unternehmen Zitadelle - This was the 6th scenario played in the Memoir'44 Dutch Open 2021
Western Front By: Jeronimon - Last update: 11/04/2021
Axis Player: Allied Player:
x5 x6 x5 x6
    first You play first


Historical Background:
17-Aug-1943: The battle is usually referred to as the Belgorod–Kharkov Strategic Offensive Operation by the Soviets and the 4th Battle of Kharkov by the Germans. At the beginning of August the Soviets, delivering powerful sledgehammer blows from the North and East, had broken through German defense lines and captured Belgorod. The Soviets now launched an attack along two primary axis, the Belgorod-Kharkov axis and the Belgorod-Bogodukov axis. German reserves were shifted from the Orel sector and north from the Donbas regions in an attempt to stem the tide and slow down the Soviet attacks. Success was limited but the Germans stopped the advance near Bogodukov. The Germans then began to attempt to close the gap between Okhtyrka and Krasnokutsk. while the Russians set their sights on capturing Kharkov.

Briefing:
Allied Player (Russia): Take 5 command cards.
You move first.

Axis Player (Germany: Take 5 command cards

Conditions of Victory:
6 medals

The four hexes of Kharkov form a temporary Majority objective for both players
The Exit on the German Baseline next to the Kovalivka River can only be used by Allied Armor units. Each unit exiting counts as a medal and an objective.
The city of Belgorod is a temporary medal for the Axis.

Special Rules:
Dutch Open specific rules
Special weapons assets (late war) (SWAs 4)
We 3D printed an Assault Gun for both sides. They are the units depicted here by the engineers.
The units with a AG badge follow the SWA rules. In addition they
- may ignore one flag and are attacked by armor and infantry with one less die when they benefit of no other terrain protection.
- if they did not move, they hit on a star rolled against armor units
Air Strikes (Actions 3) are in effect for both players; neither side has air superiority: both players roll 1 die per unit on air power and air strikes.


Base game rules:
Standard Units (Troops 1), Forests (Terrain 3), Hills (Terrain 6), Sandbags (Terrain 10), Town and Villages (Terrain 14), Wire (Terrain 15)

Non-basegame rules:
Heavy Anti-Tank Guns (Troops 23), Tank Destroyers (Troops 24), Supported Armor (Troops 28) depicted here by the unit with the green star
Churches (Terrain 19), Factory Complex (Terrain 21), , City Ruins (Terrain 45), Trenches (Terrain 51)

Special weapons assets (late war) (SWAs 4)
The units with a AC badge follow the SWA rules. In addition they
- may ignore one flag and are attacked by armor and infantry with one less die when they benefit of no other terrain protection.
- if they did not move, they hit on a star rolled against armor units

Scenario Bibliography:
The West Point History of World War II (Vol 2)

Warning:
Please note that this scenario was not approved by Richard Borg or Days of Wonder, so you have to check yourself about playability, potential gaming issues, etc.

Set-up Order
1
1
5
23
20
6
5
2
3
1
2
1
1