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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Tank Battle at Leshniv
Fire in the Steppe #13
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 11th Panzer Division
Germany 16th Infantry Division
Soviet Union 12th Tank Division
Display
Balance:



Overall balance chart for FitS013
Total
Side 1 4
Draw 0
Side 2 0
Overall Rating, 4 votes
5
4
3
2
1
3.75
Scenario Rank: --- of 940
Parent Game Fire in the Steppe
Historicity Historical
Date 1941-06-26
Start Time 13:00
Turn Count 20
Visibility Day
Counters 126
Net Morale 0
Net Initiative 1
Maps 3: 1, 4, 5
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 174
AAR Bounty 165
Total Plays 4
Total AARs 2
Battle Types
Inflict Enemy Casualties
Rural Assault
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Smoke
Scenario Requirements & Playability
Fire in the Steppe Base Game
Introduction

Having crossed the Slonovka, 12th Tank Division pressed on toward its objective of Leshniv. A number of tank crews remained reluctant to engage the enemy, but the division had brought its second tank regiment into action. The first flush of success against the Hitlerite invaders inspired even greater efforts in the fight for Leshniv. Both sides poured in reinforcements as the village changed hands several times amid bitter fighting.

Conclusion

The Soviets attacked with great enthusiasm, with tank crews smashing German anti-tank guns flat under their treads and closing with the German tanks to shoot it out at close range among the oat fields. The Germans fought hard to hold Leshniv, but the Soviets finally cleared all of the village and forced a retreat. The German panzer battalion that intervened inflicted heavy losses on the Soviets but did not deter them and it finally fled the battlefield as well. For a brief moment, the Red Army was performing as pre-war planners had envisioned.


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
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable

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 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(Shad on 2010 Dec 15)
Overall balance chart for 532

The StuG IIb appearing in the original Panzer Grenadier game had an Anti tank value of 4-7. As of Eastern Front Deluxe (2005), continuing onward through the 3rd and 4th edition games, the anti-tank value has been 4-4.

(plloyd1010 on 2022 Jul 21)
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)

Fire In The Steppe, Scenario Thirteen: Tank Battle at Leshniv
Author JayTownsend
Method Solo
Victor Germany
Play Date 2021-02-15
Language English
Scenario FitS013

Fire In The Steppe, Scenario Thirteen: Tank Battle at Leshniv

This scenario looked good on paper and in fact played well also but it was a bloodbath. The Germans are sitting pretty however in dug-in positions or setup in the safety of town hexes, with more off-board artillery than the Soviets and a lot of armor reinforcements coming in on turn three. Both sides alternate getting airpower. Those German StuGIIIBs are pretty tough sitting in positions within the town hexes.

The Soviet decide not to mess around and want to rush the German positions before there reinforcements arrive and have nice KV-1s, T-34As and a ton of BT-7s and 5s but not very many Tank leaders, so all the armor stack 3 per hex and this is also the problem with their infantry, not very many leaders so they also stack three per hex, which hurt them with German artillery and air-strikes.

I am not sure my Soviet tactical strategy was very good in this game play or not! In this bloodbath, The Germans lost 42 steps and the Soviets lost 53 steps, with all tank steps counting double. However the Soviet achieve none of the objectives. They only contest two town hexes, let some German units slip south of the east-west road and lost more steps than the Germans. I should have pulled what Soviet armor I had left and tried to control more of the town hexes than the Germans to at least get a Draw but I thought of this too late. This ended in a Minor German victory.

Good fun scenario and kind of cool to try and manage the different armor engagements but the lack of Soviet leaders was telling in this scenario and gave the Germans an advantage.

2 Comments
2021-02-15 14:38

I think you can only stack three in Assault hexes....when Germans have Artillery, your disrupted stack waiting to happen....Armor is more immune, so Soviet 3 is probably necessary....

Soviets attacking Germans in Town hexes, backed up by Arty---is the nightmare scenario I think....with German commanders, it's a very hard slog...

2021-02-15 16:24

Yes stacks of three are necessary for the Soviets in this scenario, as they don't have enough leaders otherwise. The Infantry pays an extra negative modifier when shot at by Direct Fire or Bombardment Fire when stacked with three units. Assault Combat on the other hand is helpful to have three units.

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Non-efficient armor not very efficient
Author NBGB
Method Solo
Victor Germany
Play Date 2022-12-21
Language English
Scenario FitS013

Ii headed to FITS for some early war tank action and this scenario has lots of tanks. After getting in to it it became fairly obvious this was going to be a route in favor of the Germans. The Russians are on the counter attack in this one with a strong tank focus including six T-34 and a couple of KV-1's with some light tanks. All are inefficient and that is a huge problem in these early war Russian front scenarios. FITS has a special "Red Tread Head" rule that allows some extra freedom of movement of armor so that helps. Not having double AT shots is the killer.

In this case, the Germans have three each of Stug's, Pz IVE and Pz IIIG's that are efficient. The Germans have to hold a town and can begin dug in. This town is mostly approachable in open terrain. They Germans have liberal HMG units and with 2+ firepower leaders can form some giant fire teams which the Russians have little hope of grinding down as they have weak artillery and not overwhelming infantry.

I had somewhat forgotten about how bad it is fighting an efficient armor opponent who has equivalent firepower and equal numbers. After five turns it was obvious the Russians were going to be routed as they had lost 25 steps to seven for the Germans and had many disruptions on their infantry and only one leader and a commisarr to help in recovery.

Gave this one a 3 because the brief tank battles with crossfires and swirling action was fun.

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