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
Errors? Omissions? Report them!
Broken Horsemen
Fire in the Steppe #39
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 9th Panzer Division
Soviet Union 3rd Cavalry Division
Display
Balance:



Overall balance chart for FitS039
Total
Side 1 1
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 1941-07-01
Start Time 08:00
Turn Count 26
Visibility Day
Counters 129
Net Morale 1
Net Initiative 1
Maps 4: 1, 4, 5, 8
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 185
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Delaying Action
Exit the Battle Area
Inflict Enemy Casualties
Rural Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Smoke
Scenario Requirements & Playability
Fire in the Steppe Base Game
Introduction

The Soviet Sixth Army, on the southern "shoulder" of the German penetration, had successfully fought off the German infantry divisions on its front, at least until Army Group South introduced XIV Motorized Corps on their front. This stout defense allowed the mechanized corps to make their counter-attacks at Brody and Dubno without the Germans caving in their left and rear flanks. After the armored attacks ended, Sixth Army fell back to a perimeter around Tarnopol, where the Germans resumed their attacks.

Conclusion

Maj. Gen. M.F. Maleev's division had already taken heavy losses in the war's first ten days, but made it to its designated positions in relatively good order. While the cavalrymen had fought well up to this point, they had no answer for the panzer spearheads. The panzers ruptured the inadequately-held front and pressed on toward Tarnopol.


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).
  • Open-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables, but DO take step losses from X and #X results (7.25, 7.41, 7.61, BT, DFT). If a "2X" or "3X" result is rolled, at least one of the step losses must be taken by an open-top AFV if present.
  • 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
  • APC – Armored Personnel Carrier: These are Combat Units, but stack like Transports. They can transport personnel units or towed units. They are not counted as combat units for the +1 stacking modifier on the Direct Fire and Bombardment Tables (4.4). They may be activated by regular leaders and tank leaders (1.2, 3.34, 4.3, 5.43). They do not provide the +1 Assault bonus (ACC).
  • 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
  • Motorized
Soviet Union Order of Battle
Army (RKKA)
  • Mechanized
  • Motorized

Display Errata (6)

6 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 486

The Pz IVe appearing in the original Panzer Grenadier game had an Anti tank value of 4-7. As of Afrika Korps (2002), continuing onward through the 3rd and 4th edition games, the anti tank value has been 4-4.

(plloyd1010 on 2016 Jul 25)
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 47

All SPW 251s have an armor value of 0.

(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)

#39 - Broken Horsemen
Author Juiceman
Method Solo
Victor Germany
Play Date 2023-01-01
Language English
Scenario FitS039

The scenario special rules allow the Soviet player to dismount some or all of his cavalry and based on your style of play you can plan for a mobile defense or dismount your cavalry having them fight as infantry in prepared positions or a combination of both. The Soviets frustrated the German advance with some accurate mortar and HMG fire as well as AT fire on any tanks that that come into effective range, but the Germans have the numbers backed up by five batteries of OBA and potential air support on each turn. Once the Soviet AT assets were spotted the Germans rained down the artillery to smash the ATGs and direct fire to eliminate the 76mm mountain howitzers (+2 DF), those PzIVs pack a punch in DF mode against artillery, even dug-in or in the town. In the end the Soviet cavalry put up a good fight but one strong point after another succumbed to superior German numbers and firepower.

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