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
Errors? Omissions? Report them!
Bridge over the River Styr
Fire in the Steppe #8
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 14th Panzer Division
Soviet Union 1st Antitank Brigade
Display
Balance:



Overall balance chart for FitS008
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 1941-06-25
Start Time 06:00
Turn Count 20
Visibility Day
Counters 115
Net Morale 1
Net Initiative 2
Maps 2: 1, 7
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 167
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Bridge Control
Inflict Enemy Casualties
Rear Guard
River Crossing
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Smoke
Scenario Requirements & Playability
Fire in the Steppe Base Game
Introduction

With its forward formations destroyed or dispersed, the Soviet Fifth Army struggled to assemble a defensive front along the River Styr. The battered 1st Anti-Tank Artillery Brigade would hold around the town of Rozhysche, its formidable guns providing a rallying point to gather various shattered units. The brigade's versatile 76.2mm field guns had already given good service, but pulling them back in the face of a mobile enemy proved a very difficult task.

Conclusion

Apocalyptic scenes of confusion met the Soviet attempt to cross the narrow railroad bridge, which had no solid surface other than the railroad ties. Men jumped into the Styr, with most drowning, leaving behind cannon and vehicles on the bridge. The command staff of 1st Anti-Tank Artillery Brigade reacted by sending a pair of KV-2 tanks across the bridge to flatten all of the detritus under their 52-ton bulk. The expedient worked, but the units trying to cross suffered heavy losses from panic and the fire of the attacking Germans.


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

Display Errata (5)

5 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 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)

Panic in Detroit
Author Blackcloud6
Method Solo
Victor Germany
Play Date 2020-02-13
Language English
Scenario FitS008

0900 hours, 25 June 1941: (playing Scenario 8, bridge over the River Styr from Panzergrenadier's Fire in the Steppe). The Germans attacked at dawn to seize the bridge over the Styr river. the Soviets attempted to get units across the bridge to withdraw under German pressure. A couple of gun batteries made it across then just like in the real battle, panic set in and the bridge became clogged. As the Germans approached, the Soviets tried to hold a line while attempting to clear the bridge of panicking soldiers. They sent a KV-2 platoon to push crazed soldiers off the bridge into the water. This worked until the Stukas game and knocked out the KV-2s. The Germans out flanked the Russians on their left and then broke through to the bridge. At 0800 the Soviet defense collapsed and by 0900 the Germans were on the bridge and the remaining Soviets were trapped. A German major victory.

This completes the First Battle game of the module. Both sides achieved their objectives, the Germans captured the bridge and the Soviets denied the the Germans their loss objective in Scenario six. The battle game is a draw.

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