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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Task Force Lysenko
Fire in the Steppe #9
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 11th Panzer Division
Soviet Union 32nd Tank Division
Display
Balance:



Overall balance chart for FitS009
Total
Side 1 0
Draw 0
Side 2 4
Overall Rating, 5 votes
5
4
3
2
1
3.6
Scenario Rank: 351 of 940
Parent Game Fire in the Steppe
Historicity Historical
Date 1941-06-23
Start Time 06:00
Turn Count 24
Visibility Day
Counters 82
Net Morale 1
Net Initiative 2
Maps 2: 1, 4
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 157
AAR Bounty 165
Total Plays 4
Total AARs 2
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Smoke
Scenario Requirements & Playability
Fire in the Steppe Base Game
Introduction

Sixth Army's commander, Lt. Gen. I.N. Muzychenko, received permission to use his powerful IV Mechanized Corps in direct support of the rifle divisions and border troops under German attack rather than hold it in reserve for the counter-attacks demanded by Red Army doctrine. Lt. Col. Georgiy E. Lysenko of the 81st Mechanized Division, attached to the 32nd Tank Division, gathered his own motorized infantry battalion and two tank battalions to face the advancing Germans at Radekhiv.

Conclusion

The Soviet infantry and artillery fought hard for Radekhiv, but the poorly-coordinated tank battalions could add little to the effort despite their impressive machines. When the Germans broke into the town Lysenko ordered a retreat, knowing that the reinforcing 10th Tank Division was not far away.


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
  • Prime Movers: Transports which only transport towed units and/or leaders (May not carry personnel units). May or may not be armored (armored models are open-top). All are mechanized. (SB)

Display Order of Battle

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

Display Errata (4)

4 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 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)

Quantity beats quality this day
Author J6A
Method Solo
Victor Soviet Union
Play Date 2019-04-10
Language English
Scenario FitS009

An interesting scenario. The Germans have a medium sized combined infantry/tank force with good OBA and possible air support and are trying to wrest a town from a Soviet combined infantry/tank force. The Soviet tanks are T-26s and T-34as, while the Germans have various PZIIIF and PZIIIG along with a couple of platoons of PZIVEs. The Soviets also have a couple of 76.2mm guns for defense. The Germans have solid 8/7 morale and good leadership, and the Soviets have average 7/6 morale, and not a lot of leadership.

I set up the Soviets guarding the woods to the northwest of town, guarding the only hill on the board (a little 3 hex hill on board 4) an then had dug in infantry and tanks in front of the town, and more infantry and the AT guns in town. For the Germans, I split the forces into a northern force coming through the fields and a southern force coming through the woods.

Early on, this turned into a long range tank duel. This actually favored the Germans, as the 7 hex range of the PZIIIs meant they could take long range shots at the Soviet tanks and set up crossfires which the Soviets could not effectively answer, as their long-range fire was no more powerful than the guns of the PZIIIs. A couple of tank platoons tried to get close to the Germans, and were taken out by crossfire. The Germans did not get off scot free, however the Soviets were losing tanks at a faster pace. The infantry battle wasn't happening much, as the Soviets refused to leave the woods, the Germans refused to leave the fields, and both sides OBA wasn't doing much. The Soviets, despite their 7 morale, were doing well on morale checks. On the south side, the Germans were able to take the hill, albeit in a bloody affair.

With the tank losses piling up for the Soviets, the Germans were ahead on VP, even without coming close to the town. However, they needed to be ahead by 6 VP for a minor victory, and were only ahead by 3, and were running out of intact tanks. Of the 8 German tank platoons, 2 had been eliminated and 3 reduced. Meanwhile, of the 5 T-26 platoons, only 1 1/2 were left, and only 2 of the 6 T-34A platoons were still around. So, the Germans finally decided to close under the cover of smoke, and air and artillery were finally taking their toll on the Soviets in the woods, forcing most of them to fall back towards the town. Except the one unfortunate platoon which failed its KOM-driven Morale Check 2 turns in a row and were shot for their problems.

As the Germans closed, their early luck suddenly ran out. The Soviets started winning initiative rolls. The remaining T=34s fell back to the town, and along with the AT guns, found the range, shredding the 2 PZIV platoons in 2 turns, and taking out on PZIIIG platoon advancing. The German infantry reached the Soviet lines mostly unscathed, and took out the last full strength T-26 platoon s in melee, and then were hit by friendly fire (come one, it was a 4 or less, it was worth the shot, right?). And the Soviets kept making morale checks, no matter what hit them. Now behind by 3 points, the Germans decided to retreat back to the woods and field and be satisfied with a draw. The Soviets were having none of this, though, and started pouring in deadly opportunity fire shots, including one from a 7-4 HMG that took out a step on each of its 2 shots! Suddenly, the Germans went from behind by 3 to behind by 9, with straggling disrupted and demoralized troops, and an intact force of Soviets in the town. I called it after turn 20 as a Soviet Minor Victory, however it's entirely possible they could have gotten a major victory.

This was a fun scenario. Had the German OBA been better (and maybe if I had used more smoke), the Soviet position in the woods would have been in a lot of trouble. Had the Soviets not done as well on their morale checks, they would have had to fall back faster, and either clutter up the town, or flee towards the map edge, and the Germans could have brought superior firepower to bear. Instead, the Germans had to wait a long time to move on the town to try to seal the victory, and by the time they did, the Soviets were in an strong position, and better German morale and firepower weren't enough to save the day. While I played this solo, I think it would be a good 2 player scenario, too.

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Not something that a Good Russian Commander should lose
Author cjsiam (Germany)
Method VASSAL
Victor Soviet Union
Participants Les Staurt
Play Date 2019-11-15
Language English
Scenario FitS009

The forces here are close to equal---maybe with advantage in numbers on the Russian side actually...and certainly on the Russian side in terms of Tanks! and with like 6 T-34s at that....recall that at this point in the war it's REALLY HARD to shot up a T-34 straight on (most german tanks are 2 or 3 AT, with only the IVe being a 4....early T-34 are 4 up front.)

My opponent, not a stranger to such things, dug in his T-26s in lines a few hexes out from the city...creating a wall of 3Armor tanks with 3-4 AT...(geez)....

I had to duck into the woods to the right as I approached the city due to Arty/howitzers.... Tried to use crossfire on T-34s, with some success---but as soon as my German tanks lose a step they are no longer Efficient, and I have shot for shot less poop then the russians do....

So one force trying to keep 1/2 the T34 in the north busy---they were in woods, then came out to field north...sent out one of my poorer officers to spot them in field--allowed some cross fire with northern PzIIIg tanks and PZIIIf tanks....they pulled back, but, still too many russian tanks in trees with infantry to do much.... In the south my PzIVes on the hill started to hurt his tanks dug in...but eventually they took out one step and then rushed me with T34....even with hill, too much lead had to fall back....

By this time I had about equal steps---was no where NEAR the city...and his tanks were out numbering mine and in such a position I could not get crossfire ---without getting crossfired myself.... and the infantry could not really advance ot the town as it was like 3 turns of movement across open in presence of tanks and then have to assault the units in the city (two deep with HMG)... Grim.... We called it as a Russian Victory as there was no way I was going to be able to push it....

In hind sight --- Mass all the germans in a push middle---to south and hit city from south.... going to have to engage with enemy tanks, take loses, but get the german infantry withinn 2 turns of rushing the town in force....I allow myself to get divided into two efforts, neither having enough to push to completion....

I'm gonna want a rematch.....

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