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
Errors? Omissions? Report them!
Ryabishev Returns
Fire in the Steppe #19
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 16th Panzer Division
Soviet Union 12th Tank Division
Soviet Union 7th Mechanized Division
Display
Balance:



Overall balance chart for FitS019
Total
Side 1 2
Draw 0
Side 2 1
Overall Rating, 3 votes
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Fire in the Steppe
Historicity Historical
Date 1941-06-28
Start Time 15:00
Turn Count 30
Visibility Day & Night
Counters 179
Net Morale 1
Net Initiative 0
Maps 2: 1, 3, 6, 7
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 186
AAR Bounty 171
Total Plays 3
Total AARs 1
Battle Types
Inflict Enemy Casualties
Road Control
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Smoke
Scenario Requirements & Playability
Fire in the Steppe Base Game
Introduction

Some hours after committing the vanguard of 7th Mechanized Division, VIII Mechanized Corps commander D.I. Ryabishev had gathered enough of his two remaining divisions to renew the attempt to relieve his trapped 34th Tank Division. By the time the Soviet attack jumped off across the Plyashevka River, the Germans had reacted to Gerasimov's morning attack and infantry with strong anti-tank forces had infiltrated into the gap that had opened between Ryabishev's advanced forces and the main body.

Conclusion

The 16th Panzer Division was one of the few German formations to wield the new PAK38 50mm anti-tank gun; these proved little more effective against the KV-1 than the 37mm "door knocker." The Soviet battle groups - they could no longer truly be considered divisions - pressed forward relentlessly, but the Air Force 88mm heavy anti-aircraft guns pressed into a ground role destroyed 22 Soviet tanks by themselves. Ryabishev finally ordered a withdrawal during the night, and South-West Front soon ordered the remnants of VIII Mechanized Corps to pull back from the front.


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
  • 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.
  • 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
  • Mechanized
  • Motorized
Luftwaffe
  • Towed
Soviet Union Order of Battle
Army (RKKA)

Display Errata (5)

5 Errata Items
Scen 19

Special Rule 1 should read "prime mover" not "wagon."

(SARACV3 on 2018 Aug 26)
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 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)

German Victory Like Ali RopeaDope
Author SARACV3
Method Solo
Victor Germany
Play Date 2018-09-03
Language English
Scenario FitS019

Sadly, I gave what could be a pretty good scenario a 2 based on what I feel are flawed Victory Conditions. The VC goes like this: Germans control 2 N-S roads controlled by 2 Soviet divisions. Each division can't cross into each other's space. Thus the German can take on one division at a time. The German, who is less mobile and weaker, does precisely this.

The Soviets are defeated by the 12th turn. They lose 36 steps before a key piece, an 88, is taken out! Although the 12th Tank Div. is stronger by itself, it is forced into charging the German line over substtantial open ground. Two 88s and 2 50mm's in enfilade take a terrible toll. A large number of infantry are taken out by 48 pts. of off-board artillery and 24 pts. mortar fire before the infantry reach the German lines.

I think the scenario would have been more demanding on the Germans if they were forced to defend both roads from the beginning. In deterrence to the designer, the Germans probably would not have won a major victory because the Soviets would be put into a solid defensive mode after the ccrushing of the 12th. The Germans also have an immobile force. More on this in #20,Infantry Attacks!

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