Panzer Grenadier Battles on November 21st:
Desert Rats #16 - The Panzers Pull Back Desert Rats #19 - The Panzers Return
Desert Rats #17 - The Tomb Of Sidi Rezegh Jungle Fighting #7 - Line Of Departure
Desert Rats #18 - A Pibroch's Skirl South Africa's War #5 - Irish Eyes
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Fire in the Steppe #4
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 14th Panzer Division
Germany 298th Infantry Division
Soviet Union 41st Tank Division
Soviet Union 87th Rifle Division
Display
Balance:



Overall balance chart for FitS004
Total
Side 1 3
Draw 0
Side 2 0
Overall Rating, 3 votes
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Fire in the Steppe
Historicity Historical
Date 1941-06-23
Start Time 16:00
Turn Count 24
Visibility Day
Counters 141
Net Morale 1
Net Initiative 3
Maps 3: 1, 3, 6
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 179
AAR Bounty 165
Total Plays 3
Total AARs 2
Battle Types
Bridge Control
Inflict Enemy Casualties
Road Control
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Smoke
Scenario Requirements & Playability
Fire in the Steppe Base Game
Introduction

Maj. Gen. F.F. Alyabyshev's counterattack did not take the Germans by surprise, though its intensity and relative success did exceed their expectations. It also played directly into their hands, setting up the Soviets for the sort of crushing counter-strike that pre-war planning had hoped to achieve. The deeper the Soviets plunged their troops into the German lines, the harder it would be for them to extract them once the blow fell. It fell a scant two hours after the Soviet attack ran out of steam.

Conclusion

The attack did not surprise the 87th Rifle Division any more than they had surprised the Germans, but now it was their turn to be shocked by their enemy's determination. Unable to match German tactical maneuverability and firepower, the Soviets defenders were overwhelmed. The panzers broke through the division's center while the infantry crushed its flanks, and by nightfall Alyabyshev had ordered a general retreat despite the lack of direction from above. By this point his division had ceased to exist in any meaningful fashion, and the general was killed in action two days later as he tried to extract the unit's survivors from German encirclement.


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).
  • 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

Display Order of Battle

Germany Order of Battle
Heer
  • Motorized
Soviet Union Order of Battle
Army (RKKA)
  • Mechanized

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 486

The Pz IVe appearing in the original Panzer Grenadier game had an Anti tank value of 4-7. As of Afrika Korps (2002), continuing onward through the 3rd and 4th edition games, the anti tank value has been 4-4.

(plloyd1010 on 2016 Jul 25)
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 54

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

(rerathbun on 2012 Jan 30)
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)

Display AARs (2)

87th Rifle Division Destroyed
Author Blackcloud6
Method Solo
Victor Germany
Play Date 2019-09-18
Language English
Scenario FitS004

The Germans attacked with the plan to take each town then squeeze the Russians defending the woods-road from both ends. This is what happened with Russians being wiped out in just 13 turns. The only hope was a hold out Russian HMG platoon in Board 3 Town that just would not die. But it finally succumbed to repeated German attacks.

0 Comments
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And we almost pulled it off
Author J6A (Soviet Union)
Method VASSAL
Victor Germany
Participants unknown
Play Date 2023-02-10
Language English
Scenario FitS004

This is a tough scenario for the Soviets. They are spread out over 3 boards, they have inferior troops and inferior leadership and inferior morale. To win, the Germans must sweep the board of the Soviets, because it seems almost inevitable that the Soviets will defend the 2 key towns and the road.

In this one, I did just that, and waited as the German steamroller and heavy artillery support just ground my troops down. While it did take time for the Germans to clear out the lead village, it was mostly a bump in the road in the scope of things. Most of the Soviet artillery and AT support was wiped out early on by German artillery and the Soviet tanks didn't fare much better against efficient German armor, although they did take a few steps with them.

Fog of war didn't do me too many favors in this one, as most turns went fairly long, allowing the Germans to keep a steady path of advance towards the second town. Soviet OBA did what it could, however excellent German morale meant that anything less than an X was likely to do little damage. 8 morale troops with a 1 or 2 morale leader still pass on a 7 or 8 against an M2. And the dice weren't giving me many X results. I did disrupt the German advance a few times, and they had enough numbers that they could keep sending more troops forward as others recovered.

Eventually, the Germans got a massive force together to attack the second town. I did what I could with small arms fire, but the artillery and AFVs I had in the town didn't last long against German tanks and artillery. Then the Germans started assaulting, which was a slow, grinding affair, where the Soviets were able to do some damage, however German morale bonuses, combined with AFV/Infantry bonuses allowed the Germans to wear down the defenders.

Meanwhile, the force I had stationed in the woods to the south did its best to resist, and again were outclassed at every turn. They held up the Germans as long as they could, hoping the clock would grant me a victory.

And it almost did. The last Soviet units were wiped out on turn 22 of 24. Just 2 more turns and I could have eked out a victory. And eventually, I was overwhelmed.

I had mixed feelings on how to rate this scenario. It's not a lot of fun for the Soviets. They are just playing for time, and hoping they can get lucky enough to inflict a decent amount of casualties on the Germans as they advance. For that, I would have rated it a 3. In fact, that's probably a fair rating for opposed play. For solo, I think it's a 4, because even with everything going against the Soviets, I almost pulled off a win. And I think with a little better luck, I could have. As a solitaire puzzle, I think this is a good scenario.

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