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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Red Banners
Fire in the Steppe #14
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 262nd Infantry Division
Soviet Union 7th Mechanized Division
Display
Balance:



Overall balance chart for FitS014
Total
Side 1 0
Draw 0
Side 2 2
Overall Rating, 3 votes
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Fire in the Steppe
Historicity Historical
Date 1941-06-26
Start Time 06:00
Turn Count 28
Visibility Day
Counters 181
Net Morale 0
Net Initiative 1
Maps 6: 1, 3, 4, 5, 6, 7
Layout Dimensions 86 x 84 cm
34 x 33 in
Play Bounty 207
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Bridge Control
Inflict Enemy Casualties
River Crossing
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Smoke
Scenario Requirements & Playability
Fire in the Steppe Base Game
Introduction

Protecting the left flank of VIII Mechanized Corps, the veteran 7th Mechanized Division jumped off its own attack across the River Styr. As the 7th Rifle Division, Col. A.V. Gerasimov's unit had participated in the Soviet invasion of Poland and then won the Order of the Red Banner in the last month of the Russo-Finnish War. It retained a high proportion of combat veterans and unlike most other Red Army divisions the 7th Mechanized went into action at full strength, though it had yet to replace any of its old light tanks with modern types.

Conclusion

In one of the few opportunities the Red Army had to meet the Germans on an even basis during the first days of the Great Patriotic War, Gerasimov's veteran division forced its way across the Styr at two points but could not widen those bridgeheads into a sustainable crossing. The 7th Mechanized Division, recruited just to the east of the battlefield, fought fanatically to drive the Hitlerite invaders out of its homeland but could not overcome the strength of the German defenses and weakness of its own armor.


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
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 63

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

(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)

A Huge battle over a single Bridge
Author cjsiam (Soviet Union)
Method VASSAL
Victor Soviet Union
Participants Dan Storm
Play Date 2019-07-12
Language English
Scenario FitS014

This is a very large battle....it took a while to complete. My opponent and I had never played anything this large and it was an incredible learning experience for us.

The Scenario involves the Germans defending a Riverline (major river, soviets have no engineers) with only two bridges over that river. Soviets must capture bridges, get over with enough forces to have 10 good order units at the end of game, and keep loses down.

Soviet tanks (the only tanks in game) are BT7 and not efficient---so...

As the Soviet--thinking about this I took it as probably impossible to Force BOTH bridges with the units at hand...so focused the entire soviet force at rushing the Northern bridge.

The Germans had set up with a killing zone in front of both Bridges---a bit back and dug in with infantry and HMG stacks. A tough nut.

As the Soviet I did TOO LITTLE bombardment and then rushed my tanks over the bridge with some infantry and quickly got into Assaults on the hexes. Keeping units going over the bridges, regardless of losses...for a while my loses were horrible, and I was not killing enough Germans....

Eventually the GErmans started to take loses....I discovered that--because FOW was being used--we could end up with many units unable to recover--Also---I realized that leaving Russians and Tanks on the Dug in hexes---but not attacking --- was better then letting him get a First Fire---and I did what I needed too in keeping his HMG from killing other units as they flooded over the Bridge.

Within a few turns the reinforcements from the South started heading both directly up river to support the defenders and a reinforce company went over the river to threaten my Hvy ARt in my rear area...

This was a Slog---15 turns of Close combat and Assaulting back and forth, dropping 48 and 54 OBA on stacks (you have to stack to do assaults sometimes) -- dropping ARty on assault hexes---Friendly fire impacting --- tanks being taken out in Assaults...AT guns killing tanks....Air Strikes on units and assault hexes--Counter battery fire blowing up guns....units dispersed and demoralized on both sides...some hiding in DugIn foxholes--others running into rear areas---and FOW never letting them recover---or forcing recovery in foxholes....officers being overrun alone by Soviet SMG Platoons, fights in forests with infantry....gad....

Eventually as we came to Turn 23 of 28.... Germans were at 51 steps lost Russians at 59...and the Russians were about to Assault some demoralized Germans and some mortars...3 or 4 more steps...3 of 5 Dug-in positions had been taken....the Reinforcements from the south had been disrupted by Arty....

We called it with a Russian Major Victory--- >10 units (like 18 at the time, and more to rush over) and <125% Russian to German.

Very instructional...the WAVES needed for a successful assault, and assuring you keep getting units into the Assault and combat, and keeping units recovering...things that need more finesse next time out....

We talked alot about the German defense options and the question of Up against the bridges, or hexes away.... as he set up, Russians could get almost no fire save HMG and Arty on the Germans...Infantry did not have the range until they came over the bridge into the killing ground...

Tanks doing Close Assault (Russian tanks anyway) is bad for tanks, but does force the germans to respond and stop shooting people coming over the bridges.... Horrendous casulties...>100steps lost in 23 turns.....

We had great fun.

1 Comment
2019-07-17 10:43

Tying up defenders in assault while other units are crossing behind is a good technique.

One option for the defender is, if he has enough troops, is to defend in depth. Troops on the bridge, adjacent to the bride, and two hexes away from it. The attacker will not be able to infiltrate - leaving an assault hex to go behind the enemy - until he has dealt with the first two lines. Units and leaders cannot leave an assault hex and immediately enter another assault hex so the defense in depth forces the attacker to first deal with the first line or two before they can think about infiltration.

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