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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The Road to Lutsk
Fire in the Steppe #6
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 13th Panzer Division
Germany 14th Panzer Division
Soviet Union 135th Rifle Division
Soviet Union 19th Tank Division
Soviet Union 1st Antitank Brigade
Display
Balance:



Overall balance chart for FitS006
Total
Side 1 1
Draw 0
Side 2 3
Overall Rating, 5 votes
5
4
3
2
1
4
Scenario Rank: 126 of 940
Parent Game Fire in the Steppe
Historicity Historical
Date 1941-06-24
Start Time 08:00
Turn Count 28
Visibility Day
Counters 159
Net Morale 0
Net Initiative 0
Maps 4: 1, 4, 5, 6
Layout Dimensions 112 x 43 cm
44 x 17 in
Play Bounty 189
AAR Bounty 153
Total Plays 4
Total AARs 4
Battle Types
Inflict Enemy Casualties
Road Control
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Smoke
Terrain Mods
Scenario Requirements & Playability
Fire in the Steppe Base Game
Introduction

Caught by surprise, the Red Army's Southwest Front had suffered terrible defeats in the war's first two days, but a number of relatively undamaged formations had finally brought themselves into position to make a defensive stand and counter-attack. Maj. Gen. F.N. Smekhotvorov placed his 135th Rifle Division across the highway leading to the city of Lutsk on the river Styr with powerful support behind him and armored formations ready to strike.

Conclusion

The German attack made good progress against the 135th Rifle Division's forward positions, but the Soviets did not allow a breakthrough nor did they panic, falling back under the cover of the 1st Anti-Tank Artillery Brigade's positions. The anti-tank gunners fought their guns heroically, mounting what the Germans would later in the war term a "PAKfront." By the Soviet count the Germans lost 70 armored vehicles before breaking off the assault, while four complete anti-tank batteries were annihilated in close-quarters fighting. Had 19th Tank Division arrived on the battlefield the Soviets might have inflicted even more damage, but the tankers would have to wait.


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
  • 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
  • Towed
Soviet Union Order of Battle
Army (RKKA)
  • Motorized

Display Errata (7)

7 Errata Items
Scen 6

One of the victory conditions states that "The German player controls twice as many town hexes as the German player at the end of play." This should be "the German player controls twice as many town hexes as the Soviet player at the end of play."

(J6A on 2023 Feb 15)
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 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)
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)

Historical
Author Blackcloud6
Method Solo
Victor Soviet Union
Play Date 2019-10-23
Language English
Scenario FitS006

This one is among the best scenarios I've yet played in PG. It played very much like the actual battle with the exception that the Soviet tanks did come in in this battle where they didn't in the actual one.

The key to this one is that the Soviets need to withdraw while eating time for Germans. I decided that the Soviets would be best to concede the town control VC with the goal of not allowing the Germans to get the road VC not the casualty VC.

The Soviets set up with just a company delaying in Lokachi (Bd 4 town) with a company, the bulk of their infantry and all the 45mm AT guns dug in in a line on Board 5 using the hill as the AT defense. Two companies defended Lutsk (Bd 1 town) and then the AT Brigade set up in the woods on Board 6.

The Germans attacked and cleared Lokachi and then moved to take out the center Soviet line. They attacked the hill and easily took out the defense there but his allowed the rest of the Soviet infantry to withdraw along the road back to the AT Brigade defense. The German reinforcements took Lutsk and the Russians simply delayed and them pulled back into the AT Bde defense. Soviet artillery pounded the Germans along the way causing many casualties among the German infantry.

In the latter half of the game, the Germans were stuck with the dilemma of only having one VC and thus had to attack into the strong AT-Infantry defense on Board 1. They tried and did gain a foothold in the north, but Russian artillery battered the infantry again and the arrival of the Soviet tanks doomed the Germans.

I enjoyed this one as there was lots of maneuver. the need to capture town hexes did not dominate the game. The scenario is clever as the Soviets have to do what they did historically, withdraw in good order under pressure.

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What a difference 1 point of morale makes
Author J6A (Soviet Union)
Method VASSAL
Victor Soviet Union
Participants unknown
Play Date 2024-10-21
Language English
Scenario FitS006

This scenario was played on VASSAL, and not live, so it took a long time. Our first log was 11/17/2022. There were, admittedly, some lulls.

In this scenario, the Soviets have 8/6 morale, and have a lot of OBA (3 x 24, 3 x 18) and are trying to keep the Germans out of 2 towns and from clearing a road. The Germans also want to keep casualties to a minimum. The Germans get armor support mid game, but the Soviets have a potent AT force in the rear. And decent troops! Being able to actually pass some morale checks and rally on a 7 or less instead of a 6 or less makes a big difference.

In this one, the Germans cleared the western town pretty quickly, and most of the first set of woods. I left a fairly strong defense on the small hill and in the swamps, but did start pulling back troops to the back line. At this point, Soviet defenses started to stiffen. While they were still being battered by the more numerous and better armed Wermacht troops, they were starting to inflict a few casualties. The heavy Soviet artillery concentrations, which more than once fired into assault hexes, caused some casualties and blew up a few APC units. Still, the Germans were grinding away at the Soviet force, and many of the Soviets trying to move to the rear were run down by loaded halftracks.

The decisive moment in this was in the eastern town. The Soviets made the Germans fight for every hex, but by turn 17 the Soviets were down to 3 platoons in a single hex in the city, led by the highest ranking officer, a Colonel. They were determined not to give ground to the Germans. And for the next 10 turns, they gave as good as they got. They made so many morale and recovery checks, while demoralizing and destroying numerous German units. Eventually they started to wear down, but even at reduced strength they refused to yield. Meanwhile, the German tanks were reluctant to attack the Soviet AT gun concentrations, and concentrated on clearing out the swamps. The 76.2mm Soviet guns only took about 1 PZ II step.

With defenders still in the town at the end of turn 25, and not progress at all against the AT guns, the Germans conceded at the start of turn 26. There was no way they could get a victory in this one. They did own more town hexes than the Soviets, but the casualty ration was 33 German steps to 42 Soviet steps, far below the 2:1 casualty ratio the Germans needed to win, and no units had come close to exiting.

A really fun, challenging scenario, which I could see being a German romp as easily was it was a comfortable Soviet victory here.

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Road-bound Blitzkreig in the Steppe
Author treadasaurusrex (Soviet Union)
Method VASSAL
Victor Soviet Union
Participants sagunto
Play Date 2021-11-07
Language English
Scenario FitS006

Inspired by my cunning PG Mentor’s in-depth example of movement-to-contact planning, and blackcloud6’s Soviet hold & fall back tactics as described in his AAR, this play-through was fought over 3 long sessions on VASSAL, but with both sides present and alternating their respective turns. I played the Soviet side on the defensive.

As I have slowly learned, many PG scenarios require the weaker side to conduct fighting withdrawals, and delay onrushing German panzers and their accompanying mechanized infantry. As suggested by others, I chose to basically concede control of the town of Lokachi on Map 04 rather than making a major fight for it with more than a single company of infantrymen. In the event, this kept my forward-deployed units from getting shot up and bypassed by the fast-moving central column of German mechanized troops. I hoped that my OBA would substantially reduce the number of German infantry for sake of victory points and I also planned for the arrival of the 19th Tank Division on Turn 22 to be able to seriously distract the Germans and get some of its tanks onto or adjacent to the main road on either Map 05 or 01. As luck would have it, this did happen, as unlike the historic battle, all reinforcing force arrived on time.

My boldly-aggressive opponent chose to push as quickly as possible straight down the major east-west road, and attacked Lokachi right off the bat, so my delaying tactics ended up working in Russia's favor. As described in other AARs, I started with the bulk of the Soviet infantry and the weaker AT guns dug in along a dispersed line on Map 05, emplacing the light AT guns on the adjoining hill. Two Soviet infantry companies were deployed to defend Lutsk, the town on Map 01. The AT Artillery Brigade mostly deployed in the woods on Map 06. The Germans attacked and occupied Lokachi and then moved quickly to take out my scratch Soviet defensive line on Map 05. They attacked the hill, and with Luftwaffe support, easily unhinged the defense. In the process, the bulk of the remaining Soviet infantry were able to withdraw along the main road back to the AT Brigade defensive line. Subsequently, German reinforcements took Lutsk on Map 01 and the Russians simply delayed as long as possible and then pulled back to support the strong AT defensive positions. Thanks to a number of fine bombardment die rolls, Soviet OBA effectively targeted Germans on most turns resulting in many German infantry and SPW casualties. My opponent’s bombardment rolls were relatively deadly the first 6 turns, but then the fates intervened, and he had miserable luck with his OBA die rolls in later turns.

After Turn 11, the Germans were in a dilemma of only having occupied Lokachi and thus had to attack into the strong AT-Infantry defense on Map 01. They tried and did gain footholds in both the north and south edges, but Russian artillery battered the infantry repeatedly and the eventual arrival of the Soviet tanks doomed the German cause. My opponent conceded on game turn 23.

I like that this scenario featured a significant amount of fire and maneuver, and there was less emphasis on the capture of town hexes than is usually the case with PG victory conditions. In the end, it proved a very costly scenario to both sides, but with a few exceptions, the Soviet side was able to conduct a fighting withdrawal in decent order, ahead of a powerful, but headlong German attack.

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The plan is the plan! (until the plan changes)
Author plloyd1010 (Germany)
Method VASSAL
Victor Germany
Participants unknown
Play Date 2022-02-11
Language English
Scenario FitS006

This game was played with my rewritten 4th edition rules. As always, I played for a minor victory.

The Germans begin with a formidable force, 3 panzergrenadier companies, a motor infantry company and 3 tank companies. The Soviets have a good artillery force, both on and off board. (Due to a misreading of the Soviet setup, even better than what they started with.) They are however, short on troops and leadership, are largely pedestrian, and have a lot of ground to defend.

My plan was to send 1 PG company, the motor infantry company and a panzer company against the town on board 4. The remainder of the force was to drive deep along the south edge of the map and engage the board 1 town. The board 4 town was held by a Russian rifle company. The board 1 town had another, with engineer support. Another company was on the board 5 hill, with an anti-tank gun covering the road.

Things started off reasonably well. The southern march had a minor traffic jam going around the woods. The board 4 town was approached on 2 sides. Soon Soviet artillery messed up the motor infantry company moving on the town from the north, but they kept advancing while leaving stragglers behind. German artillery took out the AT gun on board 5 allowing the mechanized force to close on the board 1 town with little trouble.

The board 4 town fell mostly to gunfire. A soviet rifle company in the north of board 4 retreated off the hill to join another in the swamps of board 5. Not wishing to expose my troops in the southern drive to artillery fire they waited as half-tracks and German artillery shot up the town. Soviet casualties mounted as I concentrated fire on town hexes exposed on 3 sides. One panzer company diverted back to engage the exposed Russian on the board 5 hill.

The Soviet company tried to get to the board 4 woods and almost made it. The Soviet lieutenant (the son of a politburo member I'm sure), cot into woods and took up a observation position. He called down artillery on the town until a couple of PzII's ran him down. The Germans fighting for the board 1 town eventually shot their way in and took 4 hexes. The remaining one was left pinned down in assault and leaderless.

The 13th Panzer reinforcements entered to make sure board 4 stayed safe as the Soviet tank force entered from the north. A tank battle erupted around the board 4 hill. The Soviet armor got the worse of it, by far. The Germans had reduced the Soviet tanks by more than half while losing 2 steps of their own. On the last turn, the Soviet armor was surrounded and about to annihilated. We never played that last turn. The Germans had killed over 50 steps to the 24 they had lost and controlled 11 of the 12 town hexes, more than securing their minor victory.

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