Panzer Grenadier Battles on April 27th:
Arctic Front Deluxe #40 - Children's Crusade Broken Axis #14 - Târgu Frumos: The Second Battle Scenario 3: Sledge Hammer of the Proletariat
Army Group South Ukraine #6 - Consternation Road to Berlin #73 - She-Wolves of the SS
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Night Moves
Fire in the Steppe #25
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 16th Panzer Division
Soviet Union 7th Mechanized Division
Display
Balance:



Overall balance chart for FitS025
Total
Side 1 2
Draw 0
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
4
Scenario Rank: --- of 913
Parent Game Fire in the Steppe
Historicity Historical
Date 1941-06-28
Start Time 23:59
Turn Count 24
Visibility Night
Counters 100
Net Morale 0
Net Initiative 0
Maps 2: 4, 5
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 165
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Inflict Enemy Casualties
Road Control
Urban Assault
Conditions
Off-board Artillery
Smoke
Illumination
Scenario Requirements & Playability
Fire in the Steppe Base Game
Introduction

Trying to re-open communications with the trapped 34th Tank Division, Col. A.V. Gerasimov's 7th Mechanized Division launched a night attack — an operation beyond the capability of most Red Army formations in June 1941, but one he hoped his veteran leadership cadre could carry out effectively. So far the Germans had proven stalwart when pressed onto the defensive, but their low opinion of their Soviet foes might give Gerasimov a chance to seize the element of surprise. With 7th Mechanized Division suffering severe supply shortages of its own, just what benefits a breakthrough would bring to 34th Tank Division were questionable but at least an escape route could be opened.

Conclusion

Gerasimov's attack fizzled after only a few hours, making little headway in the darkness. His corps commander, D.I. Ryabyshev, joined him at the division command post along with Maj. Gen. T.A. Mishanin of 12th Tank Division, who had suffered a concussion and could give little input to the generals' meeting. Ryabyshev and Gerasimov agreed on a plan to abandon the advance and break out to the south-east, with Mishanin's apparent concurrence.


Display Relevant AFV Rules

AFV Rules Pertaining to this Scenario's Order of Battle
  • Vulnerable to results on the Assault Combat Chart (7.25, 7.63, ACC), and may be attacked by Anti-Tank fire (11.2, DFT). Anti-Tank fire only affects the individual unit fired upon (7.62, 11.0).
  • AFV's are activated by tank leaders (3.2, 3.3, 5.42, 6.8). They may also be activated as part of an initial activating stack, but if activated in this way would need a tank leader in order to carry out combat movement.
  • AFV's do not block Direct Fire (10.1).
  • Full-strength AFV's with "armor efficiency" may make two anti-tank (AT) fire attacks per turn (either in their action segment or during opportunity fire) if they have AT fire values of 0 or more (11.2).
  • Each unit with an AT fire value of 2 or more may fire at targets at a distance of between 100% and 150% of its printed AT range. It does so at half its AT fire value. (11.3)
  • Efficient and non-efficient AFV's may conduct two opportunity fires per turn if using direct fire (7.44, 7.64). Units with both Direct and AT Fire values may use either type of fire in the same turn as their opportunity fire, but not both (7.22, 13.0). Units which can take opportunity fire twice per turn do not have to target the same unit both times (13.0).
  • Demoralized AFV's are not required to flee from units that do not have AT fire values (14.3).
  • Place a Wreck marker when an AFV is eliminated in a bridge or town hex (16.3).
  • AFV's do not benefit from Entrenchments (16.42).
  • AFV's may Dig In (16.2).
  • Closed-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables. Do not take step losses from Direct or Bombardment Fire. If X or #X result on Fire Table, make M morale check instead (7.25, 7.41, 7.61, BT, DFT).
  • Closed-top AFV's: Provide the +1 modifier on the Assault Table when combined with infantry. (Modifier only applies to Germans in all scenarios; Soviet Guards in scenarios taking place after 1942; Polish, US and Commonwealth in scenarios taking place after 1943.) (ACC)
  • Tank: all are closed-top and provide the +1 Assault bonus, when applicable
  • Prime Movers: Transports which only transport towed units and/or leaders (May not carry personnel units). May or may not be armored (armored models are open-top). All are mechanized. (SB)

Display Order of Battle

Germany Order of Battle
Heer
  • Mechanized
  • Motorized
Luftwaffe
  • Towed
Soviet Union Order of Battle
Army (RKKA)
  • Motorized

Display Errata (4)

4 Errata Items
Overall balance chart for 20

The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(Shad on 2010 Dec 15)
Overall balance chart for 951

The reduced direct fire value in Kursk: Burning Tigers is 4-4.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 993

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (1)

#25 Night Moves
Author Juiceman
Method Solo
Victor Germany
Play Date 2021-12-01
Language English
Scenario FitS025

Played this scenario with the illumination optional rules, it did help the German ATG & Flak guns, they were able to engage the Soviets at longer ranges than 2 hexes, on the other hand it did allow the Soviets to spot the guns which they responded with mortar and artillery fire to suppress or eliminate.

The Soviets overran the German blocking forces, but it took time as the Germans did not want to give up their positions. Needless to say, the Soviets were not able to gain any of the victory conditions.

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