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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Recon Routed
Fire in the Steppe #5
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 299th Infantry Division
Soviet Union 135th Rifle Division
Display
Balance:



Overall balance chart for FitS005
Total
Side 1 1
Draw 0
Side 2 6
Overall Rating, 7 votes
5
4
3
2
1
3.43
Scenario Rank: 463 of 940
Parent Game Fire in the Steppe
Historicity Historical
Date 1941-06-23
Start Time 22:30
Turn Count 20
Visibility Night
Counters 43
Net Morale 0
Net Initiative 2
Maps 1: 4
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 138
AAR Bounty 153
Total Plays 7
Total AARs 4
Battle Types
Urban Assault
Scenario Requirements & Playability
Fire in the Steppe Base Game
Introduction

Soviet forces in Ukraine had been arrayed — contrary to the will of the Military District's commander, Mikhail Kirponos — in a "checkerboard" fashion, with every other division stationed well behind the frontier. When word arrived of the German attack the 135th Rifle Division rushed forward in a vain attempt to close the yawning gap between the 87th and 124th Rifle Divisions, the two other divisions of XXVII Rifle Corps. Maj. Gen. F.N. Smekhotvorov urged his formation forward through the night to succor its comrades. When scouts reported Germans in Lokachi, well to the east of where they had expected them, Smekhotvorov ordered an immediate attack.

Conclusion

The oncoming Soviet 396th Rifle Regiment delivered a sharp night assault on Lokachi, inflicting serious losses on the German recon unit holding the town and sending them reeling backwards. Many Red Army units reacted poorly to their first taste of combat, due to shock, lack of experienced officers, interference from political advisors, an abundance of scantily-trained new recruits or still more reasons. The 396th Rifle Regiment showed none of these flaws in its baptism of combat; its kommisars prepared the men for battle, the officers drafted their plan, and the troops executed it well. There would be few such successful operations in the days and months to come.


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.
  • 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.

Display Order of Battle

Germany Order of Battle
Heer
Soviet Union Order of Battle
Army (RKKA)

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)

Display AARs (4)

Bring on the night...
Author dxdavieau
Method Solo
Victor Soviet Union
Play Date 2019-10-15
Language English
Scenario FitS005

Challenging scenario! It was over by turn 15, German loses were 14, Soviet 1! Keys to this scenario are getting a visibility of 1 and knocking the Germans down 4 steps for the +1 assault mod, better morale. Since the german CAV can't enter the town, they're very vulnerable. Stalking and killing them can get 4 steps. If the russians get a leader with a combat bonus, stack him/her with the 3 HMGs, the resulting 22 stack can fire 11s right into town. The russian mortars are also a great asset. Fritz will light you up on the approach for some opp fire damage, but he can only do it twice. Remember the -1 col for night, it applies even in illuminated hexes (but not in assault!)

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Routed and wiped out
Author J6A (Soviet Union)
Method VASSAL
Victor Soviet Union
Participants unknown
Play Date 2023-05-29
Language English
Scenario FitS005

I played this scenario over the course of a few months with my regular PG VASSAL opponent. After the thrashing he had given me in the last couple of scenarios, it was nice to have the advantage here. He set up with his infantry in the town, and his cavalry in the woods to the south. I had a poor start, splitting my forces to partially surround the town, and staggering bringing them in. I had one of the HMGs come in via the south to circle the woods, which was not smart considering they only have 2 MP.

Early on my opponent had some killer die rolls and I took several hits, and I couldn't do much in return, as the starting German morale and excellent officers blunted most damage. Eventually, though, I caught his armored cars in the open and were able to wipe them out in an assault. That counted as 4 step losses and dropped morale from 8/7 to 7/6. Now, in the assaults (and there were a lot of them), I got the 1 column shift for higher morale.

My opponent's cavalry kept a bunch of my troops tied up in the woods, as I could not roll well enough to wear them down quickly. Assaults in the town were bloody, but I had a big numbers advantage, so even though I was losing steps, I could replace them with fresh troops (mostly) and when I did get the occasional step loss on him, he had no backup.

I got the 8th step loss around turn 11, and dropping him to 6/5 morale meant the writing was on the wall. However, turn after turn, I couldn't roll well enough in assault to eliminate the last stubborn defenders. Finally a couple of units demoralized and fled the town, where I was able to mop them up outside. I didn't wipe out his cavalry until turn 16.

The last step in the town held out for several turns, and finally it was eliminated on turn 17, giving the Soviets the victory.

This was an okay scenario. It would probably play very quickly FtF, which is nice. However, it is also a scenario where 1 of 2 things will happen. The first is that the Soviets won't be able to inflict step losses, and the German morale will stay too high for them to take the town, or the second is that they will get the step losses, at which point a German loss is pretty inevitable. Even with 2 modifier leaders, 6/5 morale is pretty terrible. It's not a scenario to which I'd rush back, and it wasn't horrible, either.

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Fire In The Steppe, scenario #5: Recon Routed
Author JayTownsend
Method Solo
Victor Soviet Union
Play Date 2024-01-01
Language English
Scenario FitS005

Fire In The Steppe, scenario #5: Recon Routed

Needing to start 2024 off with a PG game played and picked this one, as I was reading the book Meat Grinder, which put me in the mood for an Eastern Front scenario.

The spotting range for this turned into 1 hex, via scenario rule #6. Not sure the purpose of scenario rule #7, as all the victory conditions are centered on whether the Soviets control all the town hexes or not. The Russians can move right up adjacent to the defending Germans with one hex visibility and take their lumps as there is no off-map artillery for either side. They did have to fight off some flanking German Cavalry.

At about the mid-game point I didn’t think the Soviets could take all the town hexes but with so many Infantry units, they just kept feeding in new units to replace their casualties and finally on turn 19 they had control all of Lokachi town hexes for the Soviet Victory but at a heavy cost in casualties. The reducing German morale from scenario rule #4 made this possible.

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Another tedious assault scenario
Author Blackcloud6
Method Solo
Victor Germany
Play Date 2019-10-14
Language English
Scenario FitS005

A straight forward night assault on a town. The Germans set up in the town with HMGs and a n infantry platoon in the east town hexes and cavalry/armored car screen in the woods. The Russians attacked through the woods trying to get casualties on the Germans to drop their morale per the scenario conditions but the screen just fell back. The Russians assault the town by trying to outflank the HMGs and it turned into about 12 turns of assault dice rolls which mostly went the German's way. The Russians only gained about half the town hexes but contested them all.

These take the town scenarios are pretty boring and there are too many in PG. The assault mechanic is the weak sister of the game. I gave this a 2 becasue of the nice attempt to make it work by having the Germans lose morale as their casualties mount. A good idea that with even that could not replicate the bold swift soviet attack that the scenario description states. Ugh!

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