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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Duel at Sabinovka
Fire in the Steppe #10
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 11th Panzer Division
Soviet Union 10th Tank Division
Display
Balance:



Overall balance chart for FitS010
Total
Side 1 3
Draw 2
Side 2 1
Overall Rating, 7 votes
5
4
3
2
1
3.57
Scenario Rank: 373 of 940
Parent Game Fire in the Steppe
Historicity Historical
Date 1941-06-23
Start Time 07:00
Turn Count 22
Visibility Day
Counters 24
Net Morale 0
Net Initiative 3
Maps 2: 1, 8
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 139
AAR Bounty 147
Total Plays 6
Total AARs 5
Battle Types
Inflict Enemy Casualties
Scenario Requirements & Playability
Fire in the Steppe Base Game
Introduction

On the morning of 23 June another battle group from 11th Panzer Division set out southward from the town of Stojanov with two tank companies in the lead. Near the village of Sabinovka they ran into the Soviet 10th Tank Division, one of the few Soviet armored units with thorough large-unit training behind it and a full complement of modern KV tanks. A gun duel began at 800-1,000 meters.

Conclusion

The Germans took the worst of the encounter, losing five tanks while watching their shells bounce off this previously-unreported new type of Soviet tank. The 10th Tank Division's commander, Maj. Gen. Sergei Y. Ogurtsov, reported that nothing could stop the KV tanks, but his division had no tractors with which to recover damaged vehicles. When a KV broke down, its crew had to abandon it and set it afire.


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
Soviet Union Order of Battle
Army (RKKA)
  • Mechanized

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 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)

Display AARs (5)

Short and Bloody
Author rerathbun
Method Solo
Victor Draw
Play Date 2018-03-20
Language English
Scenario FitS010

This is a good introductory scenario. Few counters, plays quickly, and lets new players learn how to handle armored forces and (if the German player) infantry and transports.

The two sides enter from opposite sides of the field. The Germans won the initiative and moved forward as far as possible to cut down on the Russians' maneuver options. The Russians set up in a line across the road at max anti-tank distance. The Germans spread out, trying to set up crossfire shots on the Soviet tanks. Both sides traded shots as the Germans maneuvered, with the Soviets getting the better of the exchange. They held a lead in steps destroyed for most of the game, but the Germans were eventually able to run down the remaining tanks and surround and eliminate them. The slow speed of the Soviet KV-1 meant that they could not out-run the German infantry, and had to spend several turns just staying ahead of them instead of shooting at the German armor.

Although the entire Soviet force was destroyed in the end, they inflicted an equal number of step losses on the Germans and forced a draw. This one was very close. The Soviets had several chances to take out one more German step for the win, but couldn't quite do it.

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Fire In The Steppe, scenario #10: Duel at Sabinovka
Author JayTownsend
Method Solo
Victor Germany
Play Date 2018-04-28
Language English
Scenario FitS010

Fire In The Steppe, scenario #10: Duel at Sabinovka

I know I have played this scenario before in previous editions but I like to small unit count and fast moving play with so many AFVs. This scenario is all about eliminating more enemy steps than your opponent. Both sides close with their armor. The Russians have stronger armor but the German armor gets to shoot twice having armor efficiency. The Soviets only have two stacks of armor with three units per stack, to take advantage of only having two tank leaders.

Fighting is intense but the German Infantry dismounts from their halftracks and move in for assaults, causing the Soviet armor to pull back, wasting their valuable shooting opportunities, while the Germans continue to shoot twice per unit and get cross-fire opportunities.

The Germans eliminate 10 Soviets steps, while the Soviets eliminate 6 German steps, giving the Germans a 4 point edge and the win!

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Quality has a quantity all its own
Author J6A
Method Solo
Victor Germany
Play Date 2019-04-11
Language English
Scenario FitS010

This is a neat little meeting engagement scenario and a good one to teach the armor rules. The Germans have a mixed tank/infantry force, including a PZII unit which, if its smart, will spend the game hiding (or, perhaps be sacrificed to set up a crossfire), while the Soviets have 6 tank units, including a couple of KV-1s. Historically, a tank duel erupted at 800=1000 meters (4-5 hexes) in this one, with the Soviets getting the better of it. A smart German player will probably want the duel to happen at longer range because his guns have longer range, and there's just not a lot of cover on the 2 maps.

The Germans also have a 5-2 initiative advantage at the start of this one, meaning they will control the tempo of the scenario. In this one, I moved the PZIIIs into the 1 hex woods and onto the 3 hex hill where they had time to dig in while I used the PZIVEs to flank and sent the Infantry loaded SPW251 to the east flank, too. After unloading, they scurried to hide in the woods so the Soviets couldn't chase them down for easy kills.

The Soviets had the slow KV-1s come up the road, while the T-34As came through the fields to hit the German flank. This proved to be the Soviets undoing. I accidentally moved the KV1s 4 hexes from the PZIVEs, meaning the short 75s were in normal AT range. I should have left them at 5, where the KV-1s would be normal strength while the PZIVEs were halved. With the German initiative advantage, crossfires quickly led to 2 dead KV-1 steps. Plus, infantry started to move into assault positions and the KV-1s were too slow to retreat from them (especially the disrupted one). The KV=1s did get some revenge when a boxcars vaporized a platoon of PZIVEs. The T-34s were having more trouble than they should have with the force in the woods, and then I had to send some to reinforce the KV-1s. However, the German infantry caught up and tied up some of the tanks in an assault, and ultimately outrolled the Soviets and were able to take the upper hand, even with the restriction on allowed column shifts. Eventually, the Soviets tried to pull back, and the last KV-1 step was lost leaving the assault, More crossfires took out some T-34As, and the Germans, ahead on the victory conditions, fell back and dared the remaining Soviets to attack. As this was only 1 1/2 platoons, the Soviets declined to advance, knowing the odds were against them.

This is a 22 turn scenario, and I called it after 9. The German range advantage and initiative advantage were tough for the Soviets to overcome. Roughly 14 shots per turn is going to beat 6 shots per turn when a good chunk of those 14 shots are at +2 for crossfire. In retrospect, I should have not moved the KV-1s as aggressively, and should have sent them away from the marauding infantry so they wouldn't get caught in assaults. While they have the DF values to hurt the infantry, every DF shot they take is an AT shot they aren't taking.

Even with competent Soviet play (i.e., not mine), I can see this as a scenario that can be played in 2 hours or less. I'd definitely like to try it FtF sometime.

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The map edge is good.....
Author cjsiam (Soviet Union)
Method VASSAL
Victor Draw
Participants plloyd1010 (AAR)
Play Date 2018-08-05
Language English
Scenario FitS010

The Soviets (me) concluded that letting the Germans get on multiple sides of them was a road to disaster....so they did not advance up the board very far, and stayed together. The German player approached, and hoping to entice me to stay in the middle while getting surrounded tried to pass on both sides while unloading infantry in the field in front of me....

Sensing a tightening noose, the Russian tanks ganged up on the eastern group of german tanks, a couple of PZIIIs, and drove at them in a group, getting a chance to take them out before they could retreat... The soviets then passed to the south of the forest to reduce the ability of the Germans to flank...

The Germans started to infiltrate the forest with their panzers coming out the east edge, while their infantry threatened to jump on tanks if not dealt with....

Being ahead at this point---the Russian player unfortunately allow another tank unit to be taken off while trying to rush to the town, away from the Germans in the forests....

The Remaining Russians ended up in the town, and the germans in the woods to the east.... A draw....

Good fun...Scenario was close up to last few turns when it became clear unless someone did something foolish it was going to be a draw.....If only the Russian had been better at staying out of range in last few turns....sigh....A draw is better then a loss....at least :)

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Luck balances stupidity
Author plloyd1010 (Germany)
Method VASSAL
Victor Draw
Participants cjsiam (AAR)
Play Date 2018-08-05
Language English
Scenario FitS010

Played 4th Ed RaW, a little unusual for me. Had a good time, but would have lost except for a lucky break.

Germans advanced down the map with strong side-watch cover. That second word points to the stupid part, the Germans should be much more reactive in this scenario. As the Germans corralled the Soviets, they got a tank step. Trouble is, corralling a pack of superior tanks is not the healthiest endeavor, I lost 2 steps to return fire and 2 more trying to disengage. I started to setup a fire base in the woods on board 1 as the Soviet tanks leagered in the SW corner. I was fretting about how I might crack that nut.

My luck came when the Soviets decided the town was a better place to wait out the game. The armor brigade began moving east, tormenting my infantry along the way. I managed to kill 2 steps of the swing-guard of T-34s with my PzIIh's. The rest of the Soviet armor went by as I hid in in the woods. Driving to edge and back, I got a couple more shots that had no effect. With the bulk of Soviet armor in the town, I setup a flank shot against the 1/2 T-34, Killing it on my 3rd shot. The game ended with the 2 groups glaring at each other across an open steppe.

I know that against a more experienced player, my head would have been handed back to me on a platter. The Germans need a flexible defense, not a sweeping attack.

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