Panzer Grenadier Battles on October 24th:
Afrika 1944 #22 - PAKfront Leyte '44 #12 - Flying Wedge
Fronte Russo #9 - Potemkin Village Leyte '44 #13 - Failure at Buri Airfield
Red & White #28 - Bastion
Errors? Omissions? Report them!
Road of the Tigers
Fire and Sword #5
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 23rd Panzer Division
Germany 503rd "Feldherrnhalle" Heavy Panzer Battalion
Soviet Union 59th Guards Rifle Division
Soviet Union 6th Guards Mechanized Brigade
Display
Balance:



Overall balance chart for FiSw005
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
4
Scenario Rank: --- of 1093
Parent Game Fire and Sword
Historicity Historical
Date 1944-11-02
Start Time 09:45
Turn Count 28
Visibility Day
Counters 92
Net Morale 0
Net Initiative 3
Maps 3: 50, 53, 54
Layout Dimensions 129 x 28 cm
51 x 11 in
Play Bounty 185
AAR Bounty 168
Total Plays 1
Total AARs 1
Battle Types
Exit the Battle Area
Inflict Enemy Casualties
Road Control
Conditions
Severe Weather
Scenario Requirements & Playability
Fire and Sword Base Game
Introduction

By the evening of 1 November, the 46th Anny had already pressed very close to Budapest. During the night of 1-2 November, the Soviet 2nd Guards Mechanized Corps, one of the few armored formations fit for frontline action, was ordered to advance from the south and Üllö and Monor. The Soviet spearheads indeed made a deep and fast advance reaching their objectives on the evening of 2 November.

The German-Hungarian forces comprising 1st Panzer Division fell back slightly to the southwest before preparing a counterattack directed to the northeast to link up with the 23rd Panzer Division. Meanwhile, a battle group of the 23rd Panzer Division launched another attack to join with the 1st Panzer Division and cut the Soviet column in two. They encountered stiff resistance soon after the attack started.

Conclusion

A critical situation soon developed as the reinforced 6th Guards Mechanized Brigade tried to break through. From the east, the reinforced 23rd Panzer Division attacked and sliced the column in two. The lead Panther tanks soon got into trouble from well-aimed fire from a concealed Soviet anti-tank strongpoint located at the edge of a marsh. The Tigers of the 503rd Heavy Tank Battalion, immediately committed to combat, soon knocked out 10 anti-tank guns and several AA guns as well. Then, following the withdrawing Soviet units, they moved out in direction of the meeting point 15 kilometers away.

After rumbling for three kilometers, the German tanks ran into well-concealed Soviet tanks in rough terrain on the outskirts of a forest. As soon as the first Soviet tanks had been knocked out, resistance quickly broke down. To move faster, the panzer grenadiers clambered onto the combat vehicles except for the two lead tanks and the advance continued despite local delaying actions. Another 1500 meters along, the Germans spotted Soviet JS2 heavy tanks in a secluded farmstead and a new firefight broke out. One of the Soviet tanks was soon in flames and the battle group pressed forward despite one of the Tigers having bogged down in the mud. After nightfall the German battle group reached its designated sector, a crossroads in the heart of a forest which they secured from all directions. However, since it seemed impossible to join forces with the 1st Panzer Division, they pulled back at around 2200.


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
  • Self-Propelled Artillery: do not provide the +1 Assault bonus, even if closed-top (SB)
  • 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
Guards
  • Motorized

Display Errata (8)

8 Errata Items
Scen 5

The German Victory condition state they must exit 12 or more steps off the (easy) by the end of the scenario, but since they already start setup on the eastern map number 53, the victory conditions have to be exit off the western edge of the maps, map #50.

(JayTownsend on 2025 Jan 25)
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 41

All SS PzIVH tanks should have a movement of 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 51

One Wespe (ID# 1201) should have an armor value of 1 on the front and back of the counter.

(Shad on 2010 Dec 15)
Overall balance chart for 896

These units should have a Direct Fire rating of 2-3, just like the RKKA and NKVD counterparts.

(danradz on 2011 May 04)
Overall balance chart for 881

All Guards JS-IIs should have AT fire values of 8-8.

(Shad on 2010 Dec 15)
Overall balance chart for 912

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (1)

Fire And Sword, scenario #5: Road of the Tigers
Author JayTownsend
Method Solo
Victor Germany
Play Date 2025-01-25
Language English
Scenario FiSw005

Fire And Sword, scenario #5: Road of the Tigers

First let me state some errata: one of the German Victory condition state they must exit 12 or more steps off the (easy) by the end of the scenario, but since they already start setup on the eastern map number 53, the victory conditions have to be exit off the western edge of the maps, map #50.

This has 5 Tiger II tank units, so I had to play it. The Germans have three victory objectives to try and achieve or not and this determines the victory levels for both sides. Both sides have a bunch of mixed unit types, the Germans are short on Infantry the Soviets as well but they get a bunch of Infantry reinforcement on turn 16 or later. The Soviets pretty much setup on maps 50 & 54 in defensive or ambush areas. The Soviets have some weak anti-tank guns but do have one JS2 unit and two T34C units, only enough to slow down the German armor juggernaut of 5 Tiger IIs, 2 x PzVs, 2 x StuGIIG, 1 x PzIVHs, a Wesp and Hummel units besides all the Infantry, halftracks and trucks.

The Germans tried to rush the Panther tanks forward and paid the price when a Soviet JS2 Guard Heavy tank Guard unit open up on them. This battle turn into a three map struggle with most of the action on maps 50 & 54. Sure the Germans lost some armor early but the Russians lost all their armor but they slowed the Germans enough with all their Infantry and heavy weapons to be a pain. When the Soviet’s Infantry reinforcements enter, I realize the Germans didn’t have enough Infantry to defend all the east-west road from maps; 50, 54, & 53, so I conceded that victory condition to the Russians, as the Germans had a nice lead over the Russian in casualties. The Russian had lost 33 casualties to the 20 German casualties. The German had also exited 17 steps off the western edge of map 50, so I pulled the plug on this scenario after turn 24 of 28 with the Germans achieving 2 out of 3 victory objectives for a minor victory. With four turns left, the Soviets weren’t going to get many more casualties on the Germans and the Germans were only going to exit more steps. With that said I enjoyed this scenario and you never know what the visibility is going to be with the rain factor.

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