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!
On the Lakeshore
Fire and Sword #21
(Defender) Germany
(Defender) Hungary
vs Soviet Union (Attacker)
Formations Involved
Germany 1st Panzer Division
Germany 23rd Panzer Division
Germany 31st SS Volunteer Grenadier Division
Soviet Union 7th Guards Airborne Division
Display
Balance:



Overall balance chart for FiSw021
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 1944-12-03
Start Time 10:00
Turn Count 26
Visibility Day & Night
Counters 132
Net Morale 1
Net Initiative 2
Maps 2: 52, 53
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 242
AAR Bounty 222
Total Plays 0
Total AARs 0
Battle Types
Inflict Enemy Casualties
Rural Assault
Urban Assault
Conditions
Anti-infantry Wire
Entrenchments
Minefields
Off-board Artillery
Joint Forces Battle
Scenario Requirements & Playability
Fire and Sword Base Game
Introduction

For the past several days, 3rd Ukrainian Front forces had steadily pushed the Axis troops facing them northward. The Axis front began to crumble as shattered units became overextended and could not hold their sectors.Soviet units poured through the gaps in the defenses, hard on the heels of the withdrawing Axis as they sought to reach Lake Balaton and Székesfehérvár to prevent the Germans and Hungarians from making a stand on the Margit Line.

The Axis side formed Group Kirchner from the remnants of the LVII Panzer Corps and the Hungarian II Corps. The defenders fell back into the Eugen Blocking Position, a thin line of scanty field fortifications, behind the Sió Canal between Siófok and Simontornya. By 3 December, German ant-aircraft gunners began a series of heavy battles with the troops of the 7th Guards Airborne Division supported by self-propelled artillery, near Balaton-Kiliti, on the southern bank of the canal.

Conclusion

The Soviets launched a daring attack from the south, on the highway to Siófok. Alerted by the Soviet approach, the Germans had flung a ramshackle group of defenders into the breach, including elements of two panzer divisions (1st and 23rd), a machine-gun battalion, Tatar and Hungarian ethnic German “volunteers” of the Armed SS party militia and a handful of Air Force anti-aircraft guns.

The defenders manned a bridgehead on the south bank of the Sió Canal, and the Soviets flung desperately-fighting penal companies at it, backed by assault guns. They eventually collapsed the German bridgehead, and at noon, once the Soviet assault guns reached the canal, German pioneers blew up the bridge. Both sides then engaged in a furious firefight at point-blank range across the canal. Heavy fighting raged along the Eugen Position and only ceased when darkness fell. The Soviets captured Siófok on the following day after bloody street fights.


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)

Display Order of Battle

Germany Order of Battle
Heer
Schutzstaffel
  • Foot
Hungary Order of Battle
Army
  • Leader
  • Towed
Soviet Union Order of Battle
Army (RKKA)
  • Mechanized
  • Motorized
  • Towed
Guards
  • Mechanized

Display Errata (4)

4 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 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 912

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)
Errors? Omissions? Report them!
Page generated in 0.176 seconds.