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!
For the Night is Dark
Fire in the Steppe #27
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 16th Panzer Division
Soviet Union 34th Tank Division
Display
Balance:



Overall balance chart for FitS027
Total
Side 1 2
Draw 0
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Fire in the Steppe
Historicity Historical
Date 1941-06-29
Start Time 21:00
Turn Count 32
Visibility Night
Counters 100
Net Morale 1
Net Initiative 2
Maps 4: 1, 4, 5, 6
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 177
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Breakout
Delaying Action
Inflict Enemy Casualties
Rural Assault
Conditions
Off-board Artillery
Smoke
Terrain Mods
Illumination
Scenario Requirements & Playability
Fire in the Steppe Base Game
Introduction

Soviet doctrine called for a prompt counter-attack against enemy penetrations, and by the book the advance by Rudolf Sieckenius' battle group merited such treatment. But in June 1941 the book had perished under the reality of the rapid German advance and Soviet difficulties in leadership, organization and supply. But on occasion, the Red Army could still fight the way it had trained, or at least hoped to train.

Conclusion

The fury of the Soviet attack - including 34th Tank Division's surviving T35 "land battleships" - shocked the Germans. "The Russians fought very hard," 16th Panzer Division reported, "and on several occasions they jumped onto the combat vehicles themselves, firing at the crews." Panic broke out and Sieckenius' battle group fled. "It seemed nobody was listening to orders and random firing broke out around us," a division veteran wrote later. "The charge of tanks and infantry could only be stopped for a short time."


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

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 486

The Pz IVe appearing in the original Panzer Grenadier game had an Anti tank value of 4-7. As of Afrika Korps (2002), continuing onward through the 3rd and 4th edition games, the anti tank value has been 4-4.

(plloyd1010 on 2016 Jul 25)
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 993

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (1)

#27 For the Night is Dark
Author Juiceman
Method Solo
Victor Germany
Play Date 2021-12-01
Language English
Scenario FitS027

The reverse of the previous scenario, this time the Soviets are advancing, trying to clear the Germans from the north side of the E-W road on maps 5 & 6, the only problem, there was a lot of woods for the Germans to hide in.

This was a good battle, the Germans fought well but their left flank collapsed under heavy Soviet pressure but they were able to regroup in the woods on map 6, extracting heavy casualties on the T26 tanks, especially when they came into range of the Flak 88, it was like boom two steps gone, until the Soviets finally silenced it. In the end the Germans prevailed. Played this scenario with illumination optional rules.

Man are those KV2 & T35 tanks slower than molasses in January, now I know why the scenario was 32 turns!

0 Comments
You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!
Page generated in 0.344 seconds.