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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Unable to Resist
Fire and Sword #23
(Defender) Germany
(Defender) Hungary
vs Soviet Union (Attacker)
Formations Involved
Soviet Union 7th Guards Airborne Division
Display
Balance:



Overall balance chart for FiSw023
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
3
Scenario Rank: --- of 1093
Parent Game Fire and Sword
Historicity Historical
Date 1944-12-06
Start Time 12:45
Turn Count 18
Visibility Day
Counters 89
Net Morale 1
Net Initiative 1
Maps 1: 52
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 170
AAR Bounty 168
Total Plays 1
Total AARs 1
Battle Types
Inflict Enemy Casualties
Road Control
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Joint Forces Battle
Scenario Requirements & Playability
Fire and Sword Base Game
Introduction

Despite German counter-attacks, the Soviet 21st Rifle Corps continued to expand its bridgehead across the Sió canal at Metzökomárom. They faced a motley Axis force including the 1st Panzer Division’s palace guard company, a machine-gun battalion and the remnants of the Hungarian 24th Infantry Regiment (which had lost most of its soldiers, but somehow held onto many of its heavy weapons). The Hungarians would hold the town of Enying to keep a retreat route open for the Germans, but by 0900 the leading Soviet elements had already entered the outskirts.

Conclusion

Supported by ground-attack aircraft, the Soviet paratroopers overran the older soldiers of the German machine-gun battalion and the escort company and entered Enying. Joined by four tanks, the Germans re-grouped and went back into the town, aided by a handful of Hungarians. The Axis attack cleared the town, but then the Soviets ejected them again before the Germans crept back into the shattered buildings. The front briefly stabilized, now running through the middle of Enying.


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)
  • 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).

Display Order of Battle

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

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 1324

In Fire & Sword, the SK7/1 counter is labelled SK7/2.

(leonard on 2025 Jun 16)
Overall balance chart for 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)
Overall balance chart for 54

The movement allowance on the counters in Airborne is misprinted. It should be "3."

(rerathbun on 2012 Jan 30)
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)

Display AARs (1)

Tough struggle for Soviet paras
Author joe_oppenheimer
Method Solo
Victor Germany, Hungary
Play Date 2025-01-12
Language English
Scenario FiSw023

This was an odd scenario. The notes mentioned that the Soviet paratroopers easily defeated the old men staffing the German units, but here you have 7/6 morale Soviets having to advance across open ground to take on 8/6 Germans who are dug in or in good terrain. The 7/6 Hungarians were a little easier to take on but my opening Soviet advance got smacked hard by DF and bombardment. I think getting the Soviet reinforcements early and getting air units will be crucial to Soviet success. If I play this again the Soviets will concentrate on the Hungarians in the northern town while hoping for early reinforcements from the south.

I have noticed that Fire & Sword has a number of scenarios where the attacker has lower morale and has to dig out a better morale enemy in good terrain. That's a tough thing to do when you're advancing in the open and more likely to fail morale checks.

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