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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Last Gasp
Fire in the Steppe #31
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 44th Infantry Division
Soviet Union 34th Tank Division
Display
Balance:



Overall balance chart for FitS031
Total
Side 1 2
Draw 0
Side 2 1
Overall Rating, 3 votes
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Fire in the Steppe
Historicity Historical
Date 1941-07-01
Start Time 07:30
Turn Count 20
Visibility Day
Counters 55
Net Morale 1
Net Initiative 2
Maps 1: 4
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 144
AAR Bounty 171
Total Plays 3
Total AARs 1
Battle Types
Delaying Action
Exit the Battle Area
Inflict Enemy Casualties
Urban Assault
Conditions
Randomly-drawn Aircraft
Smoke
Terrain Mods
Scenario Requirements & Playability
Fire in the Steppe Base Game
Introduction

The nighttime escape of 34th Tank Division did not bring all of the formation's troops to safety. On the morning after fighting their way through 16th Panzer Division, division commander Col. I.V. Vasilyev found unexpected resistance and decided to change the direction of his group's attack, unfortunately shifting toward a more stoutly-held sector. The colonel ordered an immediate attack on the village of Bolshaya Milcha, and his tired troops sprang into action yet again.

Conclusion

The Soviets attempted to overrun German artillery positions to help ease their escape, and had some success until the gunners knocked out the last of their heavy KV tanks. Vasilyev and his commissar went missing and were never found, presumably having been killed in the attack. Those tankers who could not force their way past the Germans set their vehicles afire and made their way to safety on foot.


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

Display Order of Battle

Germany Order of Battle
Heer
Soviet Union Order of Battle
Army (RKKA)
  • Mechanized
  • Motorized

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 951

The reduced direct fire value in Kursk: Burning Tigers is 4-4.

(plloyd1010 on 2015 Jul 31)

Display AARs (1)

#31 Last Gasp
Author Juiceman
Method Solo
Victor Germany
Play Date 2021-12-01
Language English
Scenario FitS031

Small scenario, one map, 20 turns, not many counters, no air support or OBA on either side which made for a quick scenario except the Soviet tanks move at a snail’s pace.

Germans have three AT weapons that can deal with the KV2 and slice thru the T26 tanks, one Pak38 and two 105mm batteries, supported by two batteries of Pak36s and one 150mm IG with two companies of infantry which all can begin dug in. Placing your units is key, there are natural choke points between the town and woods on the south end of the map. To the north there is another large wood (fields turned woods) but it is not as strong as a position.

For the Soviets you have options, split up your forces hoping one or two groups make it off the west edge or concentrate your everything into one large battle group to overwhelm the German defenders. You have more infantry and it you can get the SMG platoons engaged you will have a chance to get some units past the German blocking force.

Played with the following optional rules: Overruns and Extended Assault.

This scenario would be challenging to play head-to-head with hidden units.

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