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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Brushed Aside
Fire in the Steppe #38
(Attacker) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 9th Panzer Division
Soviet Union 8th Tank Division
Display
Balance:



Overall balance chart for FitS038
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 1941-06-29
Start Time 08:00
Turn Count 32
Visibility Day
Counters 110
Net Morale 1
Net Initiative 1
Maps 6: 3, 4, 5, 6, 7, 8
Layout Dimensions 86 x 84 cm
34 x 33 in
Play Bounty 191
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Bridge Control
Delaying Action
Exit the Battle Area
Inflict Enemy Casualties
Meeting Engagement
Road Control
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Smoke
Scenario Requirements & Playability
Fire in the Steppe Base Game
Introduction

After a week of heavy combat and incessant German air attacks, 8th Tank Division's fighting power had been seriously eroded, with many tanks and almost all of its artillery lost. When the German Army Group South introduced the fresh 9th Panzer Division into the front lines, the battered 8th Tank Division showed it still had fighting power, engaging the Germans to help 10th Tank Division extract itself from potential encirclement.

Conclusion

Ninth Panzer Division, an Austrian unit originally created from the Federal Army's Fast Division, recorded this as a successful action, noting they had "brushed aside" a Soviet attack including "super-heavy tanks." Eighth Tank Division noted a victory as well, since they had successfully opened a path for 10th Tank Division to withdraw. Both sides had fulfilled their objectives.


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).
  • Open-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables, but DO take step losses from X and #X results (7.25, 7.41, 7.61, BT, DFT). If a "2X" or "3X" result is rolled, at least one of the step losses must be taken by an open-top AFV if present.
  • 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
  • APC – Armored Personnel Carrier: These are Combat Units, but stack like Transports. They can transport personnel units or towed units. They are not counted as combat units for the +1 stacking modifier on the Direct Fire and Bombardment Tables (4.4). They may be activated by regular leaders and tank leaders (1.2, 3.34, 4.3, 5.43). They do not provide the +1 Assault bonus (ACC).
  • 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.
  • 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)
  • Foot
  • 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 486

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)
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 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)

Display AARs (1)

#38 - Brushed Aside
Author Juiceman
Method Solo
Victor Germany
Play Date 2023-01-01
Language English
Scenario FitS038

A number of objectives in this one, all for the Germans, who need to accomplish 3 or more in order to win the scenario. The Soviet T34 & BT tanks ran flat out with their Tankodesantniki troops hanging on for dear life as they raced to capture the bridge & town on map 3 before the rest of the 9th Panzer entered the game in force (turn 3) thus denying two of the four VCs that the Germans needed to win, if they could hold. The big battle centered around the town, two companies of Tankodesantniki troops supported by a company of T34s was fending off a German infantry regiment supported by a mixed panzer battalion while they awaited the slower moving KV, T26 and T28 tanks to get into the battle. The Germans used a combination of OBA and close assault to dislodge the Soviet troops from the town, even with the arrival of Soviet tank reinforcements did not stop the German who eliminated most of the Soviet infantry, plus over half of the T34s, T26s and T28s. The only thing that stopped the Germans from capturing the bridge and clearing the road was the company of KV tanks that stood on the bridge repelling all attackers, by this time the Germans were running out of panzers, thus the scenario ended in a draw.

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