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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Ryabishev's Escape
Fire in the Steppe #30
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 75th Infantry Division
Soviet Union 12th Tank Division
Display
Balance:



Overall balance chart for FitS030
Total
Side 1 0
Draw 0
Side 2 1
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 23:00
Turn Count 24
Visibility Night
Counters 135
Net Morale 0
Net Initiative 1
Maps 4: 1, 4, 5, 6
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 185
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Delaying Action
Exit the Battle Area
Inflict Enemy Casualties
Conditions
Off-board Artillery
Smoke
Terrain Mods
Illumination
Scenario Requirements & Playability
Fire in the Steppe Base Game
Introduction

Following the unsuccessful attempt by 7th Mechanized Division to break through to 34th Tank Division's positions, conditions for VIII Mechanized Corps became evermore dire during the course of 29 June. German artillery pounded the entire zone, with no "rear area" for the wounded, while air attacks added to the Red Army's misery. As Ryabishev and his division commanders had agreed, when darkness fell the troops moved out.

Conclusion

The Soviets had already taken heavy casualties before the breakout attempt, and suffered many more losses including the division commander, T.A. Mishanin, who died when his tank was hit and set afire. The remnants of 7th Mechanized and 12th Tank divisions pulled back behind 141st Rifle Division. In early September 12th Tank Division became 33rd Tank Brigade while 7th Mechanized Division was re-organized as 7th Rifle Division.


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)
  • 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)

#30 Ryabishev’s Escape
Author Juiceman
Method Solo
Victor Soviet Union
Play Date 2021-12-01
Language English
Scenario FitS030

Tough scenario for the Germans, they really do not have the AT assets to defeat the Soviet armor force which included a company of KV1 heavy tanks and two companies of T34s, along with a plethora of light tanks. That is the bad news for the Germans, the good news is the Soviets need to get as many steps off the south map edge as possible.

Played this game with the illumination optional rules, which I thought helped balance the game a bit, the Soviets had to be careful where they moved their trucks especially with trucks counting for VPs. As soon as the trucks were illuminated the remaining German OBA would rain shells down on top of them.

Battle Game: The Soviets had a good chance of winning the battle game for this scenario, with the win in scenario #29 it would come down to the last scenario to see who would win Battle Game #4.

This scenario would be a good head-to-head matchup with hidden units for the Germans.

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