Panzer Grenadier Battles on May 15th:
Afrika Korps #30 - Operation BREVITY: The Scots Guards Fall of France 1 #20 - Early Montcornet
Afrika Korps #31 - Operation BREVITY: The Rifle Brigade Fall of France 1 #21 - Red Dusk
Afrika Korps #45 - Operation BREVITY: Fort Capuzzo Fall of France 1 #22 - Furia Francese!
Afrika Korps #46 - Operation BREVITY: Sidi Azeiz First Axis #19 - Korbela's Tank
Cassino '44 #27 - Hitting the Road Fall of France 2 #19 - Early Morning at Stonne
Cassino '44 #28 - Pignataro Fall of France 2 #20 - Aryan Panic
Division Marocaine #1 - 1940: Fall of France Scenario 18: The Iron Line: South Fall of France 2 #25 - Early Montcornet
Division Marocaine #2 - 1940: Fall of France Scenario 21: Red Dusk Road to Dunkirk #4 - The First Victoria Cross
Division Marocaine #3 - 1940: Fall of France Scenario 22: Furia Francese! Road to Dunkirk #5 - Taking Opportunity
Germany's Colonial Empire #2 - Counter Attack Slovakia’s War #13 - Korbela's Tank
Fall of France 1 #16 - Early Morning at Stonne Swallows of Death #3 - Sart-Ernage Farm
Fall of France 1 #17 - Piercing the Iron Line Swallows of Death #4 - Red Dusk
Fall of France 1 #18 - The Iron Line: South Swallows of Death #5 - Furia Marocchina
Fall of France 1 #19 - Hard Enough Swallows of Death #18 - Sacrifice at La Horgne
Errors? Omissions? Report them!
Gates of Budapest
Fire and Sword #7
(Defender) Germany
(Defender) Hungary
vs Soviet Union (Attacker)
Formations Involved
Soviet Union 4th Guards Mechanized Brigade
Display
Balance:



Overall balance chart for FiSw007
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
4
Scenario Rank: --- of 964
Parent Game Fire and Sword
Historicity Historical
Date 1944-11-03
Start Time 10:00
Turn Count 24
Visibility Day
Counters 120
Net Morale 1
Net Initiative 2
Maps 3: 50, 52, 53
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 193
AAR Bounty 167
Total Plays 1
Total AARs 1
Battle Types
Inflict Enemy Casualties
Road Control
Urban Assault
Conditions
Off-board Artillery
Terrain Mods
Joint Forces Battle
Scenario Requirements & Playability
Fire and Sword Base Game
Introduction

The 4th Guards Mechanized Brigade continued its drive toward Budapest. Early in the morning, a recon engineer platoon reached the bridge over a stream that formed part of the anti-tank ditch of the Attila I line. The Soviets attacked the crossing and quickly secured the precious bridge. Some 30 minutes later the forward detachment of the Soviet brigade arrived from the south and crossed the bridge.

The Soviets organized a task force under command of Major-General Vladimir Baskakov (2nd Guards Mechanized Corps' deputy commander) which smashed through the left flank of the inexperienced SS Volunteer Cavalry Regiment 53 and then, divided into two combat teams, set out simultaneously to the north and northwest. The left flank group advanced rapidly against weak opposition from the SS militia and reached the eastern perimeter of Pestszentimre, the deepest Soviet penetration during Malinovsky's first offensive on Budapest.

Pestszentimre was a typical suburb of Budapest: populated mostly by factory workers, it consisted of one- or two-story buildings, "box-houses," small agricultural gardens, vineyards, and a couple of estates. The narrow streets were perfect for ambushes and offered excellent hiding places for guns and armor. The Germans, of course, did not miss the chance to exploit these features and wasted no time unleashing hell on the Soviet spearheads to considerably slow the offensive. At 1300, Capt. Bernhard Gehrig's armored battle group of the 13th Panzer Division and a bewildering array of other German and Hungarian units counterattacked.

Conclusion

The 4th Guards Mechanized Brigade continued its drive toward Budapest. Early in the morning, a recon engineer platoon reached the bridge over a stream that formed part of the anti-tank ditch of the Attila I line. The Soviets attacked the crossing and quickly secured the precious bridge. Some 30 minutes later the forward detachment of the Soviet brigade arrived from the south and crossed the bridge.

The Soviets organized a task force under command of Major-General Vladimir Baskakov (2nd Guards Mechanized Corps' deputy commander) which smashed through the left flank of the inexperienced SS Volunteer Cavalry Regiment 53 and then, divided into two combat teams, set out simultaneously to the north and northwest. The left flank group advanced rapidly against weak opposition from the SS militia and reached the eastern perimeter of Pestszentimre, the deepest Soviet penetration during Malinovsky's first offensive on Budapest.

Pestszentimre was a typical suburb of Budapest: populated mostly by factory workers, it consisted of one- or two-story buildings, "box-houses," small agricultural gardens, vineyards, and a couple of estates. The narrow streets were perfect for ambushes and offered excellent hiding places for guns and armor. The Germans, of course, did not miss the chance to exploit these features and wasted no time unleashing hell on the Soviet spearheads to considerably slow the offensive. At 1300, Capt. Bernhard Gehrig's armored battle group of the 13th Panzer Division and a bewildering array of other German and Hungarian units counterattacked.


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
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
  • Self-Propelled Artillery: do not provide the +1 Assault bonus, even if closed-top (SB)
  • Anti-Aircraft Weapon Carrier: apply a -1 modifier to an air attack if within three hexes of the targeted hex (15.14).
  • 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).
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.
  • 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)
  • Unarmored Weapon Carriers: These are unarmored halftracks (Bufla and Sk7/2) or fully-tracked vehicles (Karl siege mortar) with mounted weapons. All are mechanized, except the BM-13 (Katyusha rocket launcher mounted on a truck). They are weapon units, not AFV's, so they are never efficient and cannot be activated by tank leaders. (SB)

Display Order of Battle

Germany Order of Battle
Heer
Schutzstaffel
Hungary Order of Battle
Army
  • Mechanized
  • Motorized
Soviet Union Order of Battle
Guards
  • Motorized

Display Errata (9)

9 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 41

All SS PzIVH tanks should have a movement of 8.

(Shad on 2010 Dec 15)
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 424

The reduced direct fire value of the SS HMG is 5-5 in Beyond Normandy and Road to Berlin.

(plloyd1010 on 2015 Jul 31)
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)
Overall balance chart for 884

All Guards T-34/85 tanks should have AT fire values of 7-7.

(Shad on 2010 Dec 15)

Display AARs (1)

Fire & Sword, scenario #7: Gates of Budapest
Author JayTownsend
Method Solo
Victor Germany, Hungary
Play Date 2024-11-30
Language English
Scenario FiSw007

Fire & Sword, scenario #7: Gates of Budapest

This looked like just the fun, chaos scenario I was looking to play. It has a nice mix of unit types and German/Hungarian vs. Russian nationalities. I always wanted to play with a Turan II and Hummel counters. The smaller mixed force of a few Hungarians and Germans start defending on maps 50 and 53 while a small Soviet Recon units enter on the southern edge of map 52. The Hungarian Engineer unit can attempt to blow up the bridges but only have a chance to do the Gully/Creek Bridge which it did but had no chance to reach the minor river bridge before the Soviets arrive. On turn two a huge amount of Russian Reinforcements arrive. The Axis can only dig-in or hunker down in town hexes awaiting their reinforcements.

The Soviets move forward right away attacking Axis units. The German/Hungarians have two group of reinforcements that arrive on turns 7 and 9 with a roll of 6 on the dice, but I recommend they come on without the roll, as the Axis won’t last long if not. I did roll just to see what would happen and by chance rolled a 6 both attempts but I doubt that would happen again. The Soviets also get a third combat group that arrives on turn 12 and has some cool JS2s and BM13s. The victory conditions are all about what the Soviet can achieve, three of them determine the victory levels. Clearing the north-south road, eliminating more enemy steps than losing, and controlling more town hexes than the enemy.

This was an interesting spread-out battle with combat happening in many areas. I still have a hard time using the various halftrack types and not losing them right away, they are great against Infantry but when armor is around they don’t last long, I guess the same for armored car when they are in scenarios. I think if the Germans don’t have early entry of their reinforcements, this scenario favors the Russians but if the Germans arrive on a schedule or early 6 rolls, the Germans have a slight edge. In my game the Germans eliminated more Soviet units and controlled half of the North-South road while the Soviets did control one town hex more than the Axis, 13 to 12 I believe, giving the Soviets only 1 out of 3 victory objectives and a Minor Axis Victory. I good first scenario from Fire & Sword.

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