Panzer Grenadier Battles on March 31st:
An Army at Dawn #40 - Task Force Benson Conquest of Ethiopia #27 - Salt Spring
An Army at Dawn 2nd Ed #39 - Restless Energy Spearhead Division #19 - The Cats Return
Afrika Korps #8 - Ambush! Spearhead Division #20 - Wewer
Errors? Omissions? Report them!
Landing at Ercsi
Fire and Sword #14
(Defender) Germany
(Defender) Hungary
vs Soviet Union (Attacker)
Formations Involved
Germany 271st Infantry Division
Hungary 1st Hussar Division
Soviet Union 108th Guards Rifle Division
Soviet Union 99th Rifle Division
Display
Balance:



Overall balance chart for FiSw014
Total
Side 1 0
Draw 0
Side 2 0
Overall Rating, 0 votes
5
4
3
2
1
0
Scenario Rank: --- of 957
Parent Game Fire and Sword
Historicity Historical
Date 1944-12-04
Start Time 23:00
Turn Count 32
Visibility Night
Counters 156
Net Morale 0
Net Initiative 2
Maps 3: 50, 51, 54
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 255
AAR Bounty 222
Total Plays 0
Total AARs 0
Battle Types
Inflict Enemy Casualties
Urban Assault
River Control
Conditions
Anti-infantry Wire
Entrenchments
Minefields
Off-board Artillery
Joint Forces Battle
Scenario Requirements & Playability
Fire and Sword Base Game
Introduction

The riverside town of Ercsi, on the boundary between the Soviet 23rd Rifle Corps and 3 7th Rifle Corps sectors, would form the base of supply for both formations plus the 2nd Guards Mechanized Corps expected to exploit from there to the northwest.

Along the riverbank, the defenders had spent days reinforcing their positions. Between eight and ten firing pits and two or three machine-gun positions supported every 100 meters of trench line, along with small earthen bunkers. However, no other field fortifications had been constructed behind the river trench line. Upon breaching the Axis main line of resistance, the Soviets would be able to move inland easily. At 2300 on 4 December, the first assault groups began crossing through the convenient fog without any artillery preparation.

Conclusion

The 271st People's Grenadier Division met the crossing with a wall of artillery and machine-gun fire. At 2340, the 46th Army answered with an intense artillery barrage directed at the newly revealed Axis firing positions. Axis fire destroyed many Soviet boats in mid-river but eventually most of the crossing troops made it to the opposite bank, either undisturbed or with minimal loss. South of Ercsi, the initial assault secured the shoreline during the first hours of assault, so that 59th Guards Rifle Division could cross almost without loss.

Ercsi itself lay in the sector of the 108th Guards Rifle Division. The fighting in the city lasted for a long time; one People's Grenadier battalion even fought until 6 December in some parts of the city. Further north, a German counter-attack repulsed the landing by a 99th Rifle Division battalion. Even further north, the 1077th Rifle Regiment of the 316th Rifle Division crossed with fewer losses but had to fight the whole day just to secure its own slender bridgehead. It took the 46th Army two to three hours (instead of the planned one to one and half) to transfer the first assault wave across.

At 0200, the Soviets managed to get into the first Axis trench line but only secured it after two more hours of fighting. Heavy street fighting continued through the rest of the night and the entire morning, completely disrupting the Soviet timetable. At dawn, the army's chemical troops laid smokescreens to protect the ferry crossing and by 1100 the 108th Guards Rifle Division finally seized Ercsi after fierce street battle.


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).
  • 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
Schutzstaffel
  • Foot
  • Leader
Hungary Order of Battle
Army
Soviet Union Order of Battle
Army (RKKA)
Guards

Display Errata (3)

3 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 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)
Errors? Omissions? Report them!
Page generated in 0.138 seconds.