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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Assault Gun Assault
Fire in the Steppe #40
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 100th Light Infantry Division
Soviet Union 99th Rifle Division
Display
Balance:



Overall balance chart for FitS040
Total
Side 1 1
Draw 0
Side 2 1
Overall Rating, 3 votes
5
4
3
2
1
4.33
Scenario Rank: --- of 940
Parent Game Fire in the Steppe
Historicity Historical
Date 1941-07-01
Start Time 06:00
Turn Count 32
Visibility Day
Counters 136
Net Morale 1
Net Initiative 4
Maps 3: 4, 6, 7
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 180
AAR Bounty 159
Total Plays 2
Total AARs 3
Battle Types
Inflict Enemy Casualties
Road Control
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Smoke
Scenario Requirements & Playability
Fire in the Steppe Base Game
Introduction

The German 17th Army had no panzer formations, but did have a number of attached battalions of assault guns — turretless tanks operated by the artillery branch. Army command concentrated two battalions with the 100th Light Infantry Division to create a striking force they hoped could force a breakthrough at the well-defended town of Mykolaiv.

Conclusion

The Soviets reported that 99th Rifle Division had been struck by a "panzer brigade," and the effects of the assault seemed to bear that out. The light infantry organization - very similar to that of standard infantry except for devolved control at battalion level - worked well in this instance when combined with a generous allotment of assault guns. The advance by 52nd Corps (two light infantry divisions) matched that of 14th and 48th Motorized Corps further to the east.


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)
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable
  • 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
  • Mechanized
  • Motorized
Soviet Union Order of Battle
Army (RKKA)

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 532

The StuG IIb appearing in the original Panzer Grenadier game had an Anti tank value of 4-7. As of Eastern Front Deluxe (2005), continuing onward through the 3rd and 4th edition games, the anti-tank value has been 4-4.

(plloyd1010 on 2022 Jul 21)
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 (3)

#40 - Assault Gun Assault
Author Juiceman
Method Solo
Victor Germany
Play Date 2023-01-01
Language English
Scenario FitS040

Good scenario, very challenging for both sides but more so for the Germans since they have three victory objects in order to win the scenario. This battle went down to the wire.

The Germans split their forces in two groups, one cleared the woods of Soviet forces on map 6 while the STUGS supported by a battalion of infantry assaulted the town on map 7. Once the town was cleared the Germans moved on to the Soviet second line of defense on the east side of the river. It was during the advance to the river that the German infantry started to get strung out due to very accurate Soviet mortar and field gun fire. Several Soviet ATGs took the STUGS under fire but registered no step losses, once spotted the Germans rained down OBA and the Luftwaffe on them, which eliminated the AT threat and helped soften up the dig-in Soviet infantry, but the air support did not last, it was sporadic for the rest of the game. In the end the Germans regrouped, assaulted the remaining town, slowly clearing all but one hex. In the end the Germans won two out of three VCs for a minor win, the step lost ratio and clearing the road of Soviet forces.

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Distractions have consiquences
Author plloyd1010 (Germany)
Method VASSAL
Victor Soviet Union
Participants cjsiam (AAR)
Play Date 2021-10-21
Language English
Scenario FitS040

This scenario was played with my house rules and charts, with a couple of other negotiated conditions. Generally the scenario is well balanced. A major victory is quite unlikely for either side, but the minor victory for either side rests on a knife's edge.

I launched my attack on a double axis through board 6. The road was quickly cleared. The force going around the woods met little resistance until they were engaged by an infantry company from the woods on board 7. A brief spoiling attack on my northern flank was quickly broken up by concentrated mortar fire a small infantry force of my own.

The real problems began with an anti-tank gun on the far side of the river. While its supporting infantry performed moderately well, the AT battery wouldn't quit. While I reduced the position, it killed a transport with an infantry gun and to a step off of an assault gun platoon. The Soviet infantry support was effective enough to disorganize my infantry for a couple turns too.

My real mistake was the town on board 7. There was substantial Soviet presence there and I take the town, the time required for full control was an unnecessary waste. I did eventually take the town, but the garrison I had to leave behind was about the size I would have need covering force to contain the Soviets after hobbling them. The effective result was to prevent my attacking the next town with adequate force in a timely manner.

I did cross the river and clear my northern flank, but the assault on the second town came too late. Repeated artillery strikes and point-blank assault gun fire could not dislodge enough of the defenders. The Luftwaffe was no help at all.

In the end, the Soviets have lost 44 steps to my 21. The road is nearly, but not quite cleared, because of that town. I am 3 hexes short of a minor victory. Thus it goes to my opponent.

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Keep them busy and away from the objectives....
Author cjsiam (Soviet Union)
Method VASSAL
Victor Soviet Union
Participants plloyd1010 (AAR)
Play Date 2021-10-21
Language English
Scenario FitS040

Playing with this adversary requires planning if you hope to beat his systematic application of German doctrine...i.e. he knows how to use his pieces. I figured my only hope was to try and keep him busy to the point that he can't get enough forces to the final large 7-hex city soon enough to wipe me out. The board arrangement let me establish some strong points (south town, north forest, south tiny forest, northern field, and then the big town). The scenario conditions gave me an MC +1 if I was in limiting terrain, or dug-in...so everything that could be, was placed in those conditions.

Small AT guns were distributed north and south, with the hope of some cross-fire.

The initial strong points took enough of his time to reduce that he reached mid-board about turn 12...My goal had been to keep him over the river until about then. I pulled back the forest forces into the northern field, but the initial southern town held out until annihilated. At this point he came at the remaining field position, and ignored the southern strong point remaining. I got some cross-fire on the Stugs and ended up taking out one of them (woohoo!!). The slow grind of crushing Russians in Dugouts---bombarding them into oblivion--eventually cleared the northern fields but it had taken so long that by Turn 28 (of 32) he was just approaching the final Town...The possibility of clearing 3 hexes to clear the road was just out of reach. We called it on Turn 30 for the Russians--Minor Soviet Victory. Germans had no trouble with doing > 2 to 1 in steps lost---Soviets are like that...

As always snake-eyes and box-cars popped their heads up---in fact at one point directly following each other. We used Peter Lloyds house rules with modified (2-die direct read) tables, and other "improvements"...They worked very well...I'm thinking they are going to be my chosen approach going forward.

Given I'm 1/2way around the world we could only get in 2 turns/week...it took a while, but was always tense and with a little better luck for the Germans, it could easily have gone the other way. GREAT FUN!

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