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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Counter Strike at Tarnopol
Fire in the Steppe #41
(Attacker) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 16th Panzer Division
Soviet Union 10th Tank Division
Display
Balance:



Overall balance chart for FitS041
Total
Side 1 0
Draw 1
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Fire in the Steppe
Historicity Historical
Date 1941-07-02
Start Time 14:00
Turn Count 24
Visibility Day
Counters 118
Net Morale 1
Net Initiative 1
Maps 4: 3, 4, 5, 7
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 180
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Bridge Control
Delaying Action
Exit the Battle Area
Inflict Enemy Casualties
Meeting Engagement
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Smoke
Scenario Requirements & Playability
Fire in the Steppe Base Game
Introduction

Having sliced through the positions of 37th Rifle Corps, the German 16th Panzer Division rampaged into the rear area of Sixth Army, threatening the communications node of Tarnopol and putting the entire army's retreat and supply routes in grave danger. Tenth Tank Division had been ordered into front reserves, but had not yet withdrawn from the zone of operations.

Conclusion

The Germans claimed to have fought off an uncoordinated Soviet attack with little problem, and then to have halted their advance of their own accord. Tenth Tank Division by this point had lost most of its combat capability - it had no artillery, and had lost almost all of its towed weapons. But it still had tanks, infantry and a will to fight, all of which it applied to at least temporarily halt the German advance. The division's sacrifice would not be enough: other German units entered Tarnopol even as the Red tankers fought and died just to the west of town, and two days later the invaders began the systematic mass murder of Tarnopol's Jews.


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).
  • 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
  • Motorized
  • Towed
Soviet Union Order of Battle
Army (RKKA)
  • Motorized

Display Errata (6)

6 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)
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)

#41 Counter Strike at Tarnopol
Author Juiceman
Method Solo
Victor Draw
Play Date 2022-12-01
Language English
Scenario FitS041

Interesting scenario due to the set up rules that limited the Germans to 10 units per map as well as the multiple victory conditions, which made it a challenging scenario for both sides. The Soviets are on the attack and overall, outnumbered but due to the set up rules for the Germans they can have local parity or even superiority, but they will have to make the most of it before the other German forces can counterattack. The Germans have four VCs, they need three or more to win, but one is very important for both sides, the German exit objective, if the Soviets can deny that one to the Germans they win. Needless to say, the fighting was intense, but neither side was able to win a minor victory.

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