Fortune Favors the Inept Fire in the Steppe #17 |
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(Defender) Germany | vs | Soviet Union (Attacker) |
Formations Involved | ||
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Germany | 16th Panzer Division | |
Soviet Union | 34th Tank Division |
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Overall Rating, 4 votes |
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3
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Scenario Rank: --- of 940 |
Parent Game | Fire in the Steppe |
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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 |
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Inflict Enemy Casualties |
Road Control |
Urban Assault |
Conditions |
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Off-board Artillery |
Smoke |
Terrain Mods |
Scenario Requirements & Playability | |
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Fire in the Steppe | Base Game |
Introduction |
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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 |
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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. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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4 Errata Items | |
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The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France. (plloyd1010
on 2015 Jul 31)
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The morale and combat modifiers of German Sergeant #1614 should be "0", not "8". (Shad
on 2010 Dec 15)
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All SPW 251s have an armor value of 0. (Shad
on 2010 Dec 15)
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The reduced direct fire value in Kursk: Burning Tigers is 4-4. (plloyd1010
on 2015 Jul 31)
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Fire in the Steppe #17 - Fortune Favors the Inept |
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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. |
0 Comments |
Better Solo | ||||||||||||||
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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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0 Comments |