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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Horse Holders
Fire in the Steppe #35
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 9th Infantry Division
Soviet Union 3rd Cavalry Division
Display
Balance:



Overall balance chart for FitS035
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Fire in the Steppe
Historicity Historical
Date 1941-06-22
Start Time 05:00
Turn Count 22
Visibility Day
Counters 87
Net Morale 0
Net Initiative 2
Maps 2: 5, 6
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 160
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Delaying Action
Exit the Battle Area
Inflict Enemy Casualties
Road Control
Conditions
Entrenchments
Off-board Artillery
Randomly-drawn Aircraft
Smoke
Scenario Requirements & Playability
Fire in the Steppe Base Game
Introduction

Unlike the rifle divisions to their north-east, the 3rd Cavalry Division began the war on the border, expected to hold a sector between two fortified areas until a relieving rifle division reached the frontier on the third day of mobilization. That relief never came, and when the Germans lunged across the border without warning the Red horsemen found themselves in the midst of a battle they had never expected to fight.

Conclusion

Despite their recent arrival and lack of both numbers and support weapons, the horsemen held their lines against German attack. Their limited success did little for the overall situation: no rifle division had moved up to secure the cavalry division's right flank and German units poured into the gap, turning the cavalry's flank. Third Cavalry Division managed to retreat in good order, at least from this initial debacle.


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).
  • 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)
  • Mechanized
  • Motorized
  • 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 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)

#35 Horse Holders
Author Juiceman
Method Solo
Victor Germany
Play Date 2022-11-01
Language English
Scenario FitS035

Most of the Soviet cavalry dismounted to take up position along the road to disrupt the German advance, with about a squadron of troops were kept mounted as a reserve to counterattack any enemy breakthroughs.

The initial advance by the Germans was slow as the Soviet HMGs, mortars and mountain gun fire took a high toll but once they got their own OBA and mortars engaged, they slowly, one by one, managed to clear this first line of defenders. Other German units bypassed these Soviet strongpoints continued to move south.

The Soviet Cavalry caught a German column of wagons loaded with ATG & IGs supported by two infantry platoons but their cavalry charge was broken up with heavy casualties in men & horses. The Germans were able to get 12 units off the south edge and eliminate more steps but were not able to clear the road.

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