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 Lokachi
Fire in the Steppe #7
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 13th Panzer Division
Germany 14th Panzer Division
Germany 298th Infantry Division
Soviet Union 135th Rifle Division
Soviet Union 19th Tank Division
Soviet Union 1st Antitank Brigade
Display
Balance:



Overall balance chart for FitS007
Total
Side 1 2
Draw 0
Side 2 0
Overall Rating, 2 votes
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Fire in the Steppe
Historicity Historical
Date 1941-06-24
Start Time 14:00
Turn Count 36
Visibility Day & Night
Counters 181
Net Morale 0
Net Initiative 2
Maps 4: 1, 4, 5, 6
Layout Dimensions 112 x 43 cm
44 x 17 in
Play Bounty 200
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Inflict Enemy Casualties
Road Control
Rural Assault
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Smoke
Terrain Mods
Illumination
Scenario Requirements & Playability
Fire in the Steppe Base Game
Introduction

Having stopped the German drive up the road to Lokachi, the Soviet 135th Rifle Division went over to the attack as had been planned before the Germans struck first. The 19th Tank Division - reduced to a battle group by tank breakdowns and German air strikes - had finally arrived to join in the effort. Red Army doctrine called for immediate counter-attacks against the invader, and despite a near-total breakdown of communications, shortages of equipment and personnel and a much faster operational pace than anticipated, the divisions of Fifth Army intended to carry out their duty.

Conclusion

The Soviet attack initially had a great deal of success, pushing back the Germans from almost all of their gains made during the morning. But Maj. Gen. F.N. Smekhotvorov's 135th Rifle Division had already been outflanked when it took up its initial positions, and now the Germans crashed into the oncoming Soviets from the flank while sending additional troops to blunt their advance. The two Soviet divisions suffered devastating losses, made worse by the Red Army's practice of sending senior armored officers directly into action aboard tanks - two of the 19th Tank Division's regimental commanders were killed and the third taken prisoner.


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
Soviet Union Order of Battle
Army (RKKA)
  • Motorized

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 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 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 (1)

Death in the Swamps
Author Blackcloud6
Method Solo
Victor Germany
Play Date 2019-12-10
Language English
Scenario FitS007

The Germans defended with a mobile force in the center of Board 05 with the intent to delay the Soviet attack until the the 13th Panzer would arrive to hit the commies in the flank. Lokachi would be defended by the landsers of the 298th ID coming in from the west.

The Soviets hit the German line hard and broke through the center and it looked bad for the Germans. But the 13th PD came in early and hit the Russians in the flank. The Soviet tanks tried to prevent this but were slaughtered by the panzers. The Soviets now had a crumbling flank and ran for the swamps to avoid the combined panzer/paazergrenadier assaults but the German firepower was too much. By 1745 hours it was clear the Soviets losses were too high so the Soviets conceded a major victory to the Germans.

This looked to be good see-saw battle until the Russian tanks got destroyed. Then it was a grinding down of the Russians and there was plenty of time to do so.

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