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!
Infantry Attacks
Fire in the Steppe #20
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 75th Infantry Division
Soviet Union 212th Mechanized Division
Display
Balance:



Overall balance chart for FitS020
Total
Side 1 0
Draw 0
Side 2 2
Overall Rating, 2 votes
5
4
3
2
1
3.5
Scenario Rank: --- of 940
Parent Game Fire in the Steppe
Historicity Historical
Date 1941-06-28
Start Time 09:00
Turn Count 28
Visibility Day
Counters 106
Net Morale 1
Net Initiative 2
Maps 4: 2, 3, 6, 7
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 177
AAR Bounty 171
Total Plays 2
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

Ewald von Kleist, commander of Panzer Group One, had not expected such vigorous counter-attacks from the Soviet South-West Front. When his divisions reported that the Soviet VIII Mechanized Corps had shifted its front from its northerly assault on Leshniv to make a new attack toward Dubno to its north-east, Kleist saw an opportunity to strike the enemy corps' exposed left flank. But it was less exposed than he assumed.

Conclusion

The 212th Mechanized Division had been formed in April and had no transport vehicles, no artillery and little will to fight. South-West Front, aware of these shortcomings, had removed it from XV Mechanized Corps and placed it behind the lines, dug in along the Slonivka River to screen the re-deployment of VIII Mechanized Corps. Struck by two full-strength German infantry divisions, the Soviet formation crumbled and within hours the Germans had occupied the important town of Brody.


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.

Display Order of Battle

Germany Order of Battle
Heer
Soviet Union Order of Battle
Army (RKKA)
  • Mechanized
  • 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)

Not Enough Troops for the Wermacht
Author SARACV3
Method Solo
Victor Soviet Union
Play Date 2018-10-31
Language English
Scenario FitS020

This scenario was the 1st I have run in which the main object was to capture the large town on board 2. In real history this is Brody. The Soviet commander tried to defend the river (boards 3 and 6) and was easily defeated. With this in mind, and with common military sense, the Soviet command heavily defended Brody and the town on board 3.

The Germans made a 2 pronged attack. The first was across the river to attack the town immediatly across the river on board 3.

a.Feint S over river on board #3 w/ about 8 platoons + the backup of artillery and mortars. b. Sweep across river from right w/ main force and hit Brody from the right.

However, the Soviets proved much tougher than expected and because the Germans had little transportation they were slow in developing their attack.It took 18 turns to reach Brody and by then it was far too late to take the town by turn 30. Brody was easily defended even by the weak 7/5 morale 21st Mech. Division. (I'd say more if my laptop was working right.)

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