Panzer Grenadier Battles on April 27th:
Arctic Front Deluxe #40 - Children's Crusade Broken Axis #14 - Târgu Frumos: The Second Battle Scenario 3: Sledge Hammer of the Proletariat
Army Group South Ukraine #6 - Consternation Road to Berlin #73 - She-Wolves of the SS
Errors? Omissions? Report them!
Across the Bug
Fire in the Steppe #2
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 14th Panzer Division
Germany 298th Infantry Division
Soviet Union 41st Tank Division
Soviet Union 87th Rifle Division
Display
Balance:



Overall balance chart for FitS002
Total
Side 1 2
Draw 0
Side 2 9
Overall Rating, 12 votes
5
4
3
2
1
4.17
Scenario Rank: 57 of 913
Parent Game Fire in the Steppe
Historicity Historical
Date 1941-06-22
Start Time 04:00
Turn Count 30
Visibility Day
Counters 156
Net Morale 1
Net Initiative 2
Maps 3: 1, 3, 6
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 180
AAR Bounty 147
Total Plays 11
Total AARs 5
Battle Types
Bridge Control
Inflict Enemy Casualties
River Crossing
Urban Assault
Conditions
Off-board Artillery
Reinforcements
Smoke
Scenario Requirements & Playability
Fire in the Steppe Base Game
Introduction

The town of Ustyluh stood near the Soviet bank of the river Bug, where a bridge crossed the river and carried an important highway over the Bug and on to Kiev. Though forbidden to deploy its troops on the border to avoid an international incident, the 87th Rifle Division had moved several battalions up to Ustyluh under the guise of performing construction work on new bunkers and improved positions. When German artillery began falling around them, they dropped their shovels and picked up their rifles.

Conclusion

The 87th Rifle Division had quietly moved several battalions of the 16th and 96th Rifle Regiments close to the frontier, and the 212th Howitzer Regiment had already been deployed there by the General Staff's orders. The artillery and infantry put up fierce resistance, assisted by a battalion of the 41st Tank Division's 82nd Tank Regiment. But superior German command and control won the day, and the Soviets were pushed backwards. Assured of reinforcements, Alyabyshev made plans to not only hold his positions but counter-attack as soon as possible.


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
  • Motorized
Soviet Union Order of Battle
Army (RKKA)
  • Mechanized

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 54

The movement allowance on the counters in Airborne is misprinted. It should be "3."

(rerathbun on 2012 Jan 30)
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 (5)

Tenacious and Brave Russians
Author Blackcloud6
Method Solo
Victor Soviet Union
Play Date 2019-08-21
Language English
Scenario FitS002

This was a great scenario to play with tension throughout.

The Germans planned to cross north of the Board 3 town (Ustyluh) under to cover of the early morning darkness with a supporting attack attempting to rush the bridge. Once the town was clear the panzers and Panzergrenadiers would rush to the Board 1 town (Trostyanka) for the win, killing Russians on the way.

The Soviets planned to delay at ustyluh as long as possible, deny the road to the Germans and through up a tank-infantry screen in front of the Pnazers as they approach Trostyanka)

The Russian plan worked. The Germans were delayed for a good deal of the early morning at Ustyluh and then realized they could not fight along the road and had to send the panzers and Panzergrenadiers around the woods to the north. The Russians through up the screen which delayed the Germans a bit more and left them about an hour to clear Trostyanka. It cam down to the Germans needing to clear just two more hexes of the town, but the Russians held on for the win.

Losses in steps:

Soviet: 9 tank, 25 infantry, 8 HMG, 6 artillery, 1 mortar, 1 ATG, 3 leaders, 3 wagons

German: 5 tank, 10 infantry, 2 HMG, 5 leaders.

0 Comments
You must be a registered member and logged-in to post a comment.
A Violent Opening Act
Author TFGA73
Method Solo
Victor Soviet Union
Play Date 2020-11-16
Language English
Scenario FitS002

Fire in the Steppe Scenario 2: Across the Bug

A rainy Saturday, wife and kids out of the house, time to break out a big battle on the table. 30 turns and tons of units.

The Situation: Dawn, June 22,1941. Kickoff of what would become WW2’s main event. The Germans will force a rover crossing with plenty of Russians waiting on the other side. The key is the town hexes; the Germans have to take all of them, and they have to clear the one just over the river before the armored reserves are released. For the Soviets, every turn they can delay the Germans brings them one step closer to victory. And if they’re lucky some armor reinforcements of their own will show up.

The setup: The Soviets have to start dispersed with at least 15 units on each board. So I do the obvious and pile infantry up front, artillery in the back, and set up the rear guard infantry at choke points and in the towns.

Recap: The German force is big, and entrenched Russians cover the bridge, so the engineers each lead a couple companies north and south of the bridge. The southern force gets across without too much trouble, getting all units across by turn 10, brushing aside the Soviets in the woods south of town, and setting up a blocking position on the main road. For the engineers to the north, this must have been their first day on the job, as it took them forever to get their force across. It did t help that the Soviets brought up a little infantry and started causing disruptions all over. By mid game the northern crossing was a complete mess.

German bad luck to the north was offset by good luck at the bridge. Here off board artillery and strong leaders cleared the trenches and moved in. It was messy, but the after a series of assaults the Germans had their town and routed a Soviet company attempting to reinforce. The Panzers hit the map on turn 16. With nearby resistance cleared and with an eye on the clock, they push forward.

Russian T-26s finally arrived on turn 20. They had just enough time to reach the crossroads on map 1 and hit the Panzers rushing up the highway coming out of the woods. The old Russian cans got the upper hand, sending the PanzerIV flying back and knocking out half the Panzer IIIs.

The Germans tried one final lunge at the town on map 1. They inflicted casualties but lacked the numbers to shove the Soviets out. In the end the Germans easily won the unit loss victory condition (57-26) but the Commies stalled them out. Soviet victory!

Analysis: A big, wild nasty Eastern Front battle. In the end the trouble at the river in the beginning cost the Germans at the end. A better crossing would probably get them over the top, but this one will never be easy.

2 Comments
2020-11-17 06:46

Why didn't you use this for 2nd self-play game?

2020-11-17 11:15

Because I’m an idiot, that’s why. :-)

Seriously though, I have another I’ve been working through I’m planning to send in this week.

You must be a registered member and logged-in to post a comment.
Fire In The Steppe: scenario #2: Across the Bug
Author JayTownsend
Method Solo
Victor Soviet Union
Play Date 2021-12-03
Language English
Scenario FitS002

Fire In The Steppe: scenario #2: Across the Bug

After playing a game called Across The Bug River by VUCA Simulations and reading about another gamer’s play of the PG scenario on another Blog I went and pulled Fire in the Steppe off the shelf. I had to play this scenario after enjoying the VUCA game so much and I highly recommend that game. Totally different scales but a great subject.

Back to PG, this scenario is three maps and the Soviets must setup divided on the three maps, the Germans setup west of the major Bug River but get three Engineers and one bridge hex to be able to cross the river. The Soviets setup three entrenchments adjacent to the Bridge crossing however but fortunately the Germans have enough off-board artillery to blast those entrenchments open. The German off-board-artillery of 3 x 16 & 2 x 24 are the key to this game. The Soviet get a smaller amount of a 2 x 18 value and both sides get reinforcements with some conditions.

The Germans need to take control of the town hexes on map 3, right across the Bug River to get their Tank-Infantry reinforcements and if they can’t get this achieved there is no point in continuing the scenario. The Germans were able to cross the river in good time in four locations counting the Bridge and control all the town hexes on map within 12 turns to get their reinforcements even with the Soviets pulling units out of map 6 to reinforce the fight on map 3.

After the town was conquered on map 3, the game situation was all about moving the battle to map 1 and control of the town hexes there. The Soviets got their 6 T-26 platoons or 12 steps about the same time and sent them to the area just out-side of the town on map 1, which had a nice force of 76.2mm guns and more Infantry units. The Battle raged and the Germans lost most of the armor there. The Germans even used some of their unloaded trucks and went back to the slower moving wagons and took their load of 37mm anti-tank guns from them, to rush them to map 1, where they were badly needed.

Towards the very end of the scenario, The Germans were in control of the last town hexes on map 1 and with a great help of their off-board artillery. In fact, I thought they had won by achieving this victory condition but when I went and added the step losses with tanks counting double, the Germans had lost 37 steps to the Soviets 63 step losses, thus not achieving the second condition: (Soviet step losses are at least 150% of the German step losses) With tanks counting double per step, the Germans lost this scenario outside or around the town on map #1. All those 76.2mm, 45mm & T-26s took their toll. Soviet Victory!

Not counting double steps, just plain unit step losses:

German losses were: 3 x Trucks, 5 x Leaders, 1 x HMG, 13 x INF, 1 x ENG, 2 x 37mm, 6 x PzIIIG, 2 x PzIVE and 2 x PxII.

Soviet losses were: 8 x Wagons, 11 x Leaders, 9 x HMG, 32 x INF, 6 x 76.2mm, 3 x 45mm, 1 x 82mm and 6 x T-26.

I think this scenario favors the Soviets when you factor in the step losses and time factor but was still fun to play.

Now for the twist: CSW has a folder called Panzer Grenadier Series: Scenario Setups and Strategy (APL) where player post. I took ten players who most recently posted there and assigned them to Leader counters, 5 for each side. Hopefully no one is offended by this, sorry if so. It made gameplay even more fun to see how they did. For the Soviet side: Peter LIoyd: COL, Daniel Rouleau: Lt COL, Pete Pariseau: MAJ, Reinforcements: Tom Lee: Tank Leader T-26 and Joe Garrett: Tank Leader T-26.

For the German side: Philippe Larmande: COL, Peter McCord: Lt COL, Joe Oppenheimer: MAJ, Reinforcements: John Alsen: MAJ and Fred Schwarz: Tank Leader PzIVE.

Now for the results: Soviets: Peter LIoyd was killed in action in street fighting, Daniel Rouleau was killed in action from Artillery Fire, Pete Pariseau was killed in action from Artillery Fire, Joe Garrett was killed in action from Anti-Tank fire and Tom Lee was the only survivor on the Soviet side and his T-26 tank unit which would have to retreat to fight another day.

Now for the results: Germans: Philippe Larmande would have a rough start getting demoralized early while crossing the Bug River but recovered and survived the battle. Peter McCord was killed in action during assault combat, Joe Oppenheimer was killed in action due to direct fire, John Alsen would survive the battle to fight another day but Fred Schwarz was killed in action due to Anti-tank fire lighting up his PzIVE tank.

Interesting, out of 10 guys, only 3 lived in this very bloody battle!

0 Comments
You must be a registered member and logged-in to post a comment.
Trading Lives for Time as Barbarossa Begins
Author J6A (Soviet Union)
Method VASSAL
Victor Soviet Union
Participants unknown
Play Date 2022-01-05
Language English
Scenario FitS002

I played this scenario against Terry Simo, who had 1 game of PG under his belt, Scenario 1 of FitS, where he outlasted my Soviets with his Germans for the win. This scenario took us about 13 months of play by e-mail over VASSAL. Sometimes it was interrupted by busy schedules, and sometimes it was just a matter of each turn using a lot of small files.

I set up the Soviets with a strong infantry force in the forward town, and all 3 entrenchments just 1-2 hexes from it. On the middle map I put a small infantry force in the north-west portion of the woods, and a larger combined infantry-AT force blocking the road, figuring they would eventually slow up his armored reinforcements. On the eastern board, I put a mixed tank and artillery force in the town, with a small force dug in on the crossroads, and more artillery and AT guns in the south woods.

Terry's attack started slowly, as he was having trouble getting across the river, although he had most of the force across by about turn 9. He opted to only do a southern crossing, with infantry coming across the bridge under the cover of smoke and machineguns and artillery peppering the entrenchments and town. After getting sufficient force built up, the town came under heavy shelling, however the troops did a remarkable job of making morale checks. There were definitely some casualties, and the Germans did not attempt a major assault on the town itself, preferring to clear out the entrenchments. These troops held on far longer than they had any right to do, making morale checks, and when demoralized, choosing not to rout out of the entrenchments. As such, the German attack really bogged down. The artillery bombardment of the town was mostly ineffective, with lots of 6s, 7s and 8s rolled.

Eventually the entrenchments fell, and the assault on the town began in earnest. Here again, despite massive casualties, the Soviets made the Germans pay for every step of ground gained in blood (not much) and time (lots of this). Seeing how long it was taking, the Germans did start diverting some infantry around the town, and it was becoming clear that time was not on the German side. The town did not get cleared until about turn 22, and it was clear that the Soviets were going to win the scenario. However, Terry wanted to use tanks and get more experience with the system. After he missed his reinforcement rolls on turns 23, 24 and 25 (a 1 in 27 shot of missing all 3), we called it.

The Germans only suffered about 6 step losses in this to something like 34 for the Soviets. Then entire force defending the forward town was wiped out. However, their sacrifice was the key to victory. Terry did say that he learned a lot about the difficulties in assaulting from the scenario. Personally, I would have closed in earlier, even though it would have meant more casualties. The Germans had a numerical advantage, so even if the Soviets could attack some stacks on columns (22 or better), the Germans had excellent leadership and good base morale, so it was going to take X results to slow them down. Given the final casualty numbers, IMO losing another 10 steps in return for getting the armored reinforcements 5 or 10 turns earlier would have been a good try.

I liked the scenario. It is definitely challenging for both sides. For the Germans, in how fast they can cross the river, and how long to wait to assault the town, and for the Soviets, who have poor troops with poor morale and have to do as much as possible to delay the Germans from taking both towns. It worked out well for me here, and could have very easily gone the other way. Definitely a scenario worth another play.

0 Comments
You must be a registered member and logged-in to post a comment.
Bugged by the Bug
Author Schoenwulf (Germany)
Method VASSAL
Victor Soviet Union
Participants Daedalus
Play Date 2021-12-03
Language English
Scenario FitS002

This scenario is driven in large part on the speed with which the Germans can control the west town in order to allow their reinforcements to enter. Thus, the ability of the Soviets to hold the town is critical for a victory. In this playthrough, the Soviets set their entrenchments in a line three hexes east of the river bridge, overlapping the westernmost hex of the town. The Germans advancing across the bridge took heavy fire and subsequent damage, while German engineers set up in river hexes well away from Soviet fire both north and south of the bridge. The Soviet OBA, which doesn’t seem all that powerful (2x18) was able to keep the engineers disrupted and slow crossings on the flanks. The engineers had finally crossed those units that they could and headed toward the town on Turns 11-13. Meanwhile, as the Soviets took losses in the town, they brought reinforcements from the woods east of it. Eventually, after several units received the Order of Lenin, the Germans cleared the town on Turn 25, which left little time (5 turns) to cross two maps and attempt to capture the eastern village for victory. The Soviets had set their remaining tanks and AT weapons along the only east/west road creating a gauntlet for the Germans to traverse. The German die roll on Turn 26 was kind, and reinforcements began crossing the Bug and heading east. However, time was short and they were forced to use the east/west road for any chance at controlling the eastern town by the 30-turn game end, so they threw caution to the winds and had to risk running the AT gauntlet. That approach was costly as three tanks were DM or lost as well as a number of loaded trucks that transported troops vital for seizing the east town. Some units did get through and were able to threaten the east town, but the German OBA simply couldn’t inflict any significant damage on the Soviet units holding the town. So, the game ended with the Soviets in control of all five east town hexes. They had lost 63 steps to the Germans 45 and had reduced the German initiative for a clear Soviet victory. This set the Soviets up for a campaign victory since they had decreased the German initiative by one and denied the Germans a victory. However, the Germans still had a chance for a draw in the campaign.

0 Comments
You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!
Page generated in 0.792 seconds.