Broken Horsemen Fire in the Steppe #39 |
||
---|---|---|
(Attacker) Germany | vs | Soviet Union (Defender) |
Formations Involved | ||
---|---|---|
Germany | 9th Panzer Division | |
Soviet Union | 3rd Cavalry Division |
|
Overall Rating, 1 vote |
---|
4
|
Scenario Rank: --- of 940 |
Parent Game | Fire in the Steppe |
---|---|
Historicity | Historical |
Date | 1941-07-01 |
Start Time | 08:00 |
Turn Count | 26 |
Visibility | Day |
Counters | 129 |
Net Morale | 1 |
Net Initiative | 1 |
Maps | 4: 1, 4, 5, 8 |
Layout Dimensions | 86 x 56 cm 34 x 22 in |
Play Bounty | 184 |
AAR Bounty | 171 |
Total Plays | 1 |
Total AARs | 1 |
Battle Types |
---|
Delaying Action |
Exit the Battle Area |
Inflict Enemy Casualties |
Rural Assault |
Conditions |
---|
Off-board Artillery |
Randomly-drawn Aircraft |
Smoke |
Scenario Requirements & Playability | |
---|---|
Fire in the Steppe | Base Game |
Introduction |
---|
The Soviet Sixth Army, on the southern "shoulder" of the German penetration, had successfully fought off the German infantry divisions on its front, at least until Army Group South introduced XIV Motorized Corps on their front. This stout defense allowed the mechanized corps to make their counter-attacks at Brody and Dubno without the Germans caving in their left and rear flanks. After the armored attacks ended, Sixth Army fell back to a perimeter around Tarnopol, where the Germans resumed their attacks. |
Conclusion |
---|
Maj. Gen. M.F. Maleev's division had already taken heavy losses in the war's first ten days, but made it to its designated positions in relatively good order. While the cavalrymen had fought well up to this point, they had no answer for the panzer spearheads. The panzers ruptured the inadequately-held front and pressed on toward Tarnopol. |
AFV Rules Pertaining to this Scenario's Order of Battle |
---|
|
6 Errata Items | |
---|---|
The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France. (plloyd1010
on 2015 Jul 31)
|
|
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)
|
|
The morale and combat modifiers of German Sergeant #1614 should be "0", not "8". (Shad
on 2010 Dec 15)
|
|
All SPW 251s have an armor value of 0. (Shad
on 2010 Dec 15)
|
|
The reduced direct fire value in Kursk: Burning Tigers is 4-4. (plloyd1010
on 2015 Jul 31)
|
|
Kommissars never get morale or combat modifiers. Ignore misprints. (Shad
on 2010 Dec 15)
|
#39 - Broken Horsemen |
---|
The scenario special rules allow the Soviet player to dismount some or all of his cavalry and based on your style of play you can plan for a mobile defense or dismount your cavalry having them fight as infantry in prepared positions or a combination of both. The Soviets frustrated the German advance with some accurate mortar and HMG fire as well as AT fire on any tanks that that come into effective range, but the Germans have the numbers backed up by five batteries of OBA and potential air support on each turn. Once the Soviet AT assets were spotted the Germans rained down the artillery to smash the ATGs and direct fire to eliminate the 76mm mountain howitzers (+2 DF), those PzIVs pack a punch in DF mode against artillery, even dug-in or in the town. In the end the Soviet cavalry put up a good fight but one strong point after another succumbed to superior German numbers and firepower. |
0 Comments |