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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Light Fighters
Fire in the Steppe #37
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 97th Jäger Division
Soviet Union 8th Tank Division
Display
Balance:



Overall balance chart for FitS037
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 1 vote
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Fire in the Steppe
Historicity Historical
Date 1941-06-25
Start Time 20:00
Turn Count 30
Visibility Day & Night
Counters 71
Net Morale 1
Net Initiative 2
Maps 3: 4, 5, 7
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 163
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Inflict Enemy Casualties
Rural Assault
Urban Assault
Conditions
Off-board Artillery
Smoke
Illumination
Scenario Requirements & Playability
Fire in the Steppe Base Game
Introduction

Given operational control of IV Mechanized Corps, the Soviet Sixth Army staff directed two of its three divisions to conduct local counterattacks against advancing German infantry divisions. The powerful 8th Tank Division received no such instructions. Rather than leave this formation idle to be shot to pieces by German aircraft, corps commander A. A. Vlasov decided that the orders must have gone astray and on his own initiative — a dangerous commodity in the Soviet system — he issued the division his own orders to attack the nearest German spearhead.

Conclusion

"The enemy infantry sat on the combat vehicles that had gone on the attack," the 97th Light Infantry Division's history reads. "Sowing chaos and destruction, they destroyed everything in their path." The counter-attack indeed halted the German advance, a rare thing in June 1941, but at the cost of serious losses to 8th Tank Division's remaining armor strength. Vlasov would become more famous several years later, leading a small collaborationist army for the Nazis he had fought so well in 1941.


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)
  • Foot

Display Errata (3)

3 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)

Display AARs (1)

#37 - Light Fighters
Author Juiceman
Method Solo
Victor Soviet Union
Play Date 2023-01-01
Language English
Scenario FitS037

Towns are the key for this scenario due to the 2 VPs for control of each town hex and give the Germans that best defense for holding out against the Soviet armored advance, the only problem is the Germans, per the setup, start just outside of each town, so gaining the initiative is key early on. The Soviets attacked the town on Map 7 first, using the T34s & BT tanks to get their Tankodesantniki troops to the towns edge without any disruption from German OBA fire. Heavy fighting ensued for capture of this town, the Soviets won out with the aid of their T34s in close assault. Once cleared the Soviets moved on to the next town, but the coming darkness worked in the Soviets favor as the Germans failed to interdict with OBA the Tankodesantniki troops advancing on the town, unlike other scenarios in this battle game. Once again, the combined arms of the Soviet infantry and armor, now including the KV tanks was too much for the German infantry.

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