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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Fortune Favors the Inept
Fire in the Steppe #17
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 16th Panzer Division
Soviet Union 34th Tank Division
Display
Balance:



Overall balance chart for FitS017
Total
Side 1 1
Draw 0
Side 2 2
Overall Rating, 4 votes
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Fire in the Steppe
Historicity Historical
Date 1941-06-27
Start Time 14:00
Turn Count 24
Visibility Day
Counters 64
Net Morale 0
Net Initiative 1
Maps 2: 1, 6
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 152
AAR Bounty 165
Total Plays 3
Total AARs 2
Battle Types
Inflict Enemy Casualties
Road Control
Urban Assault
Conditions
Off-board Artillery
Smoke
Terrain Mods
Scenario Requirements & Playability
Fire in the Steppe Base Game
Introduction

After 12th Tank Division's successes on the 26th, the division broke off the attack and withdrew. The corps commander and commissar blamed South West Front's commander and chief commissar for the debacle; conveniently for their reputations, the political officer killed himself not long after and the front commander was killed in action. Whatever the reason for the withdrawal, the corps staff ordered 34th Tank Division, which had not moved, to shift to the right and attack immediately together with whatever troops and tanks from 12th Tank and 7th Mechanized Divisions could be collected, ready or not.

Conclusion

Led by corps commissar Nikolai Popel, the armored battle group surged northward expecting to meet another fearsome German defensive position. Instead, they accidentally plunged into the gap between two German divisions and found only a scratch force thrown together by First Panzer Group from the 16th Panzer Division's recon and anti-tank battalions. The Soviets shredded the weak German effort and pushed on toward Dubno. But the Red God of War is fickle.


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).
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.

Display Order of Battle

Germany Order of Battle
Heer
  • Mechanized
  • Towed
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 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)
Overall balance chart for 951

The reduced direct fire value in Kursk: Burning Tigers is 4-4.

(plloyd1010 on 2015 Jul 31)

Display AARs (2)

Fire in the Steppe #17 - Fortune Favors the Inept
Author Juiceman
Method Solo
Victor Germany
Play Date 2023-11-01
Language English
Scenario FitS017

The German player has a low probability for success in this scenario, they are outnumbered and outclassed, especially if you play this game using the standard God like spotting rules of PG. This game IMHO should be played with a partner using hidden set up for the Germans and possibly FOW rules, this would give the Germans a chance to ambush the Soviet units as they advanced down the road or towards the town.

For my solo play, I used the hidden set up rules for the Germans, wrote out several Soviet movement to contact plans and drew two randomly.

The Germans cannot take on the Soviets directly, their only hope is to ambush the Soviet advance, picking off a BT tank or loaded truck and keeping their armored cars hidden until the end of the game when they can move to the road denying one of the Soviet objectives.

Steps losses were 22 German, 12 for the Soviets, not the 2-1 needed for a Soviet victory. Both the road and the town were not in Soviet hands either.

Luck was on the side of the Germans at the end of the game, the Soviets had a chance to win on the last turn, but the lone German reduced platoon still in the town rolled snake eyes for recovery, not sure I could repeat this German victory. This scenario could easily be a 1 or 2 rating.

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Better Solo
Author Dan_Huffman (Soviet Union)
Method Face to Face
Victor Soviet Union
Participants Warhawk1955
Play Date 2018-11-13
Language English
Scenario FitS017

The USSR has to clear a road free of Nazi's or capture a town in the far corner, as well as maintain a 2 to 1 favorable loss ratio.

Given the force mix, as the Germans I would hole up in the town. The extra units are behind the town to avoid 3 unit stacks. Feed the surplus units into town as needed.

Soviet leadership is abysmal. Five leaders and only one with a modifier, morale.

My opponent tried to protect the road and town. The t-34's shredded the armored cars. He did not retreat from the woods. Close assault was quick due to the "What the Hell is That?" game rule.

Like the next man up for 8/6 morale forces. Did not get to use it. Had to bunch my units as I lost one leader on turn 3. This meant the Soviets move 3 abreast to get every one moving toward the city.

I eliminated 10 steps in the first 5 turns and lost 2 steps. Watch the range of a AFV vehicle when moving a loaded truck. Trucks do get -1 AT defense modifier. That ripped one truck apart and its cargo.

When the Germans hole up in the town, use a stack of 3 AFV at 3 hexes to fire at units in the town. Need a X result on the DF table to force a morale on the tanks. I am assuming an X means all three tanks have to take a morale check.

The tanks can locate the armored cars w/a AT fire. There is a -1 for firing into a town. The German armored cars have a value of 0. Not a problem for t-34's.

Interested in other German defense to this scenario.

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