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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The Commissar's Command
Fire in the Steppe #24
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 111th Infantry Division
Soviet Union 34th Tank Division
Display
Balance:



Overall balance chart for FitS024
Total
Side 1 3
Draw 0
Side 2 0
Overall Rating, 2 votes
5
4
3
2
1
2
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 115
Net Morale 1
Net Initiative 1
Maps 2: 2, 6
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 168
AAR Bounty 171
Total Plays 3
Total AARs 1
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Smoke
Scenario Requirements & Playability
Fire in the Steppe Base Game
Introduction

Trapped within a pocket southwest of Dubno, within sight of the small city, VIII Mechanized Corps Commissar N.K. Popel held command of a battle group built around 34th Tank Division and some 12th Tank Division troops. Popel had clear orders: continue his drive on Dubno, while corps commander D.I. Ryabishev drove away the Germans encircling Popel's force. Sorting out the forces and issuing fuel and ammunition took far longer than planned, but finally the Soviets advanced. German reinforcement reached the city two hours before Popel finally attacked.

Conclusion

Between the late start and the lack of artillery support, the Soviet attack had little chance of breaking into Dubno. Fanatical bravery by the tank crews brought the armored portion of the force into the fringes of the city, but without enough infantry to fend off the German close-assault teams. Lacking artillery of their own, the Soviets could not easily drive away the German artillery batteries firing at point-blank range as stand-in anti-tank guns.


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
  • Towed

Display Errata (6)

6 Errata Items
Overall balance chart for 2

Two 105mms (ID#s 1204, 1205) have "16-31" fire values in black (direct fire), when they should be in white (indirect fire).

(Shad on 2010 Dec 15)
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)

#24 - The Commissar's Command
Author Juiceman
Method Solo
Victor Germany
Play Date 2023-03-01
Language English
Scenario FitS024

This scenario is similar to others in this series, a German infantry force with ATGs and low mobility is trying to hold a town against a Soviet attack, for this scenario the Soviet armor is on the lighter side, mainly T26 tanks with a sprinkling of KV, T34 and T35s.

The Soviet infantry was not able to penetrate the town due to the lack of artillery support that would have helped suppress & silence the German ATGs & 105mm batteries used in the AT role. Meanwhile the German HMGs, OBA & mortars disrupted the Soviet infantry advance. In the end this game went to the Germans.

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