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
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The Offensive Falters
Fire and Sword #9
(Defender) Germany
(Defender) Hungary
vs Soviet Union (Attacker)
Formations Involved
Germany 13th Panzer Division
Germany 60th "Feldherrnhalle" Panzergrenadier Division
Soviet Union 4th Guards Mechanized Brigade
Display
Balance:



Overall balance chart for FiSw009
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
5
Scenario Rank: --- of 1094
Parent Game Fire and Sword
Historicity Historical
Date 1944-11-04
Start Time 06:00
Turn Count 30
Visibility Day & Night
Counters 101
Net Morale 1
Net Initiative 1
Maps 1: 53
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 177
AAR Bounty 168
Total Plays 1
Total AARs 1
Battle Types
Hill Control
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Joint Forces Battle
Scenario Requirements & Playability
Fire and Sword Base Game
Introduction

The Soviet advance on Pest from the southeast formed a bulge in the defensive lines, dangerously exposing the Red Army divisions to counterattacks on their flanks. For that reason, 46th Army ordered the 2nd Guards Mechanized Corps holding the right flank to send out an armored force bypassing the town of Pestszentimre which it failed to occupy on the previous day, and driving straight toward the airport. Leaving a small detachment at the southeastern limits of Pestszentimre to protect their extended left flank, the bulk of the task force (including the 37th Guards Tank Brigade) attacked toward Pestzentlörinc. The powerful thrust of about 30 tanks supported by the infantry of 4th Guards Mechanized Brigade ejected the German combat outposts and pushed forward.

Conclusion

Shortly after the start of the attack, stiffAxis resistance halted the Soviets. Having checked Baskakov's onslaught, by midday the defenders (a mix of Germans and Hungarians, mostly from the 13th Panzer Division and Group Billnitzer) counterattacked and recaptured the tactically important Hill 129 (just to the northeast of Pestszentimre). Up to 50 armored vehicles smashed into the lines of the 4th Guards Mechanized Brigade while Axis artillery pounded their positions.

Chaos broke out as casualties began to mount. Twenty out of 35 Soviet tanks were destroyed and an infantry battalion that accompanied them nearly wiped out. The wounded included the brigade's commander, his chief of staff, and the commanding officer of the 23rd Guards Tank Regiment. Among the troops, mostly inexperienced recruits, anxiety and something approaching panic broke out. The entire brigade stood on the verge of catastrophe when Baskakov intervened, ordering the corps artillery to bombard the German assembly areas. At the same time, 37th Guards Tank Brigade, along with the Stalin tanks of the 30th Guards Heavy Tank Regiment, returned to the endangered zone and eventually halted the German attack.

Throughout the rest of the day fierce fighting continued, but the Soviets gained no more ground and instead switched over to the defensive. At around 1400, the 13th Panzer and Feldhermnhalle Divisions attacked with the objective of repulsing the Soviets and trapping Baskakov's task force. The German attack ground to a halt at Hill 120. After so many attacks, counterattacks and fire exchanges, the entire area was covered with dead bodies and wrecked machines.

By the evening of 4 November, it was already clear to both the Stavka and OKH that Malinovsky's attempt to capture Budapest had failed. At 2000, Stalin signed a "stop order" that was immediately sent to the 2nd Ukrainian Front's headquarters.


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
  • Assault Gun: if closed-top, 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).
  • 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
  • Towed
Schutzstaffel
  • Mechanized
Hungary Order of Battle
Army
Soviet Union Order of Battle
Army (RKKA)
  • Leader
  • Mechanized
  • Towed
Guards
  • 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 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 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 881

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

(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 and Sword: scenario 9: The Offensive Falters
Author JayTownsend
Method Solo
Victor Germany, Hungary
Play Date 2025-08-16
Language English
Scenario FiSw009

Fire and Sword: scenario 9: The Offensive Falters

This is a very good scenario. It starts with the first 3 turns in the dark so the Soviets can advance with their initial, much larger forces against the much weaker Hungarian forces that start defending in the northern town and woods and the small German SS forces defending dug-in on the northern hill hexes. I disagree with the SS have a morale of 7/5, because they knew it was over for them if captured, so they usually fought to the last round but a very minor point in this scenario.

The Russian advance rapidly and have the time to beat the initial Axis forces down, as the Axis kept rolling for reinforcements that didn’t arrive until turn 9. After this, things even up a bit and the chaos ensues in a fun tense way. The armor pounds each other the off-board artillery adds into to this and the Germans have some rare airpower as well, but to control the towns and hills the Infantry starts to take a center stage and both sides start to lose too much of the Infantry strength and their small in numbers leaders. Fun, at one point the Russian RKKA Sergeant had nothing to do but command trucks while the Russian Guard, German Army, SS & Hungarian Leaders, after casualties were in short supply and becoming the most valuable counters on the map.

Both the Russians and the Germans get another dose of armor reinforcements on turns 13 and 18 if the dice rolls well for the Germans which adds another armor shootout. I had to keep a running tally of the step loses.

I wasn’t sure who won in the end until I counted up all the objectives. The German lost 55 steps to the Russians 58 steps, the German win this objective. The Russian barley had control of 8 town hexes because to Germans took so long with their large forces getting to the battlefield, so the Russians win this objective. The Axis controlled the hill hexes, so the Germans win a minor victory as the Russian could only achieve one out of three victory objective and if the scenario last a turn or two more, they would have to have to withdraw from most of the town hexes, as they were spent.

I really enjoyed this scenario, and depending on the dice, the Axis might have a very slight advantage, but not much. It is played on one map, so the fighting happens quickly. Great action, with JgPzIV/70 vs. ISU122, Panther vs. JS2, just to name a few, and don’t forget a Hummel but the Infantry and leaders seemed to be most important in the End. A great scenario and I can highly recommend it

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