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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Flanking Move
Fire in the Steppe #28
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 111th Infantry Division
Soviet Union 34th Tank Division
Display
Balance:



Overall balance chart for FitS028
Total
Side 1 1
Draw 1
Side 2 0
Overall Rating, 2 votes
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Fire in the Steppe
Historicity Historical
Date 1941-06-29
Start Time 04:00
Turn Count 24
Visibility Day & Night
Counters 63
Net Morale 0
Net Initiative 1
Maps 3: 4, 5, 6
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 159
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Breakout
Delaying Action
Inflict Enemy Casualties
Rural Assault
Urban Assault
Conditions
Off-board Artillery
Smoke
Terrain Mods
Illumination
Scenario Requirements & Playability
Fire in the Steppe Base Game
Introduction

Despite their isolated position, 34th Tank Division and the attached forces from other VIII Mechanized Corps formations continued their attempts to capture Dubno. Having failed in their attack from the west, the Soviets reformed during the night and tried to out-flank the Germans from the south on the following morning.

Conclusion

"The Russians began a new attack using tanks and infantry," the lllth Infantry Division reported, "including 15cm assault tanks." It's not clear that the 34th Tank Division had any KV-2 tanks, but Soviet records aren't always clear when differentiating the two models of KV Even if present, the big tanks with their big guns couldn't make up for the lack of real artillery. "The attack petered out," the division combat journal recorded, "due to a lack of artillery and combined-arms infantry."


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)
  • Towed

Display Errata (4)

4 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 993

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (1)

#28 Flanking Move
Author Juiceman
Method Solo
Victor Germany
Play Date 2022-01-01
Language English
Scenario FitS028

Soviet forces cleared the first two maps of German troops gaining 10 VPs, 5 for each map, while eliminating 14 German steps in the process but the Soviet attack lost steam on the outskirts of the town due to lack of infantry and artillery support. The Germans held onto the town which earned them 14 VPs while eliminating 19 Soviet steps, those T26s brew up nicely when hit by a Pak38, in the end it was Soviets 24 Germans 33, Germany wins minor victory by 1 point.

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