After Dark Fire in the Steppe #29 |
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(Defender) Germany | vs | Soviet Union (Attacker) |
Formations Involved | ||
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Germany | 16th Panzer Division | |
Soviet Union | 34th Tank Division |
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Overall Rating, 1 vote |
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4
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Scenario Rank: --- of 940 |
Parent Game | Fire in the Steppe |
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Historicity | Historical |
Date | 1941-06-30 |
Start Time | 21:00 |
Turn Count | 30 |
Visibility | Night |
Counters | 105 |
Net Morale | 0 |
Net Initiative | 2 |
Maps | 4: 1, 4, 5, 6 |
Layout Dimensions | 86 x 56 cm 34 x 22 in |
Play Bounty | 178 |
AAR Bounty | 171 |
Total Plays | 1 |
Total AARs | 1 |
Battle Types |
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Delaying Action |
Exit the Battle Area |
Inflict Enemy Casualties |
Conditions |
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Off-board Artillery |
Smoke |
Terrain Mods |
Illumination |
Scenario Requirements & Playability | |
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Fire in the Steppe | Base Game |
Introduction |
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German units pressed the 34th Tank Division into an ever-more-compact pocket while their artillery hammered the trapped Soviets. Corps commissar Nikolai Popel had already decided on the previous day that his battle group had to break out. Heartened by the success of the nighttime counter-attack against the 16th Panzer Division, Popel decided to repeat the attempt in the same sector, but this time with the entire division's remaining strength. |
Conclusion |
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Despite their experience of the previous night, the Germans once again were taken by surprise. Thirty-fourth Tank Division lost over half of its remaining tanks and soft vehicles (all artillery had already been lost in combat or deliberately destroyed when ammunition ran out), but it successfully punctured the German perimeter and escaped total destruction. The division's offensive had failed, but at least four German mobile divisions had been held up for days at a time when nothing seemed to stop or even slow their inexorable advance. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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5 Errata Items | |
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The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France. (plloyd1010
on 2015 Jul 31)
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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)
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The morale and combat modifiers of German Sergeant #1614 should be "0", not "8". (Shad
on 2010 Dec 15)
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All SPW 251s have an armor value of 0. (Shad
on 2010 Dec 15)
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Kommissars never get morale or combat modifiers. Ignore misprints. (Shad
on 2010 Dec 15)
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#29 After Dark | ||||||||||||
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This time the Soviet breakout attempt had plenty of infantry to support their mixed force of T26, BT7 and KV tanks. The Soviet light tanks took a beating losing about 40% of their number before the Germans ran out of illumination rounds, then the German panzertruppen had to get within close range just to spot the Soviet forces and now it was their turn to take heavy losses. In the end the Soviets were able to skirt the German dug in infantry and AT guns while exiting enough steps to more than make up for their losses. This was one scenario that the Germans had a favorable chance of winning the battle game, alas they failed to stop enough Soviet forces from exiting the map. This scenario would be a good head-to-head matchup with hidden units for the Germans. |
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