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
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Into the Trap
Fire in the Steppe #3
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 298th Infantry Division
Soviet Union 41st Tank Division
Soviet Union 87th Rifle Division
Display
Balance:



Overall balance chart for FitS003
Total
Side 1 6
Draw 0
Side 2 1
Overall Rating, 8 votes
5
4
3
2
1
3.63
Scenario Rank: 309 of 913
Parent Game Fire in the Steppe
Historicity Historical
Date 1941-06-23
Start Time 08:00
Turn Count 36
Visibility Day
Counters 126
Net Morale 1
Net Initiative 0
Maps 3: 1, 3, 6
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 177
AAR Bounty 165
Total Plays 7
Total AARs 2
Battle Types
Inflict Enemy Casualties
River Crossing
Road Control
Urban Assault
Conditions
Off-board Artillery
Smoke
Scenario Requirements & Playability
Fire in the Steppe Base Game
Introduction

With no directions coming from South-West Front, F.F. Alyabyshev of 87th Rifle Division followed his pre-war instructions and ordered his troops to attack the fascist invaders on the morning following the treacherous Axis attack on the Soviet Union. All three rifle regiments would drive on the border town of Ustyluh, and 41st Tank Division agreed to provide a regiment of armor this time instead of the lone battalion that had fought alongside the riflemen on the previous day.

Conclusion

The KV-2 tanks did not arrive on the battlefield, but the sheer bravery of the tankers in their aging T-26 light tanks almost made up for their absence. Despite horrific losses the Soviets forced their way into Ustyluh, but could not quite eject the Germans from the remainder of the town. Within hours, the Germans responded with their own counter-counter-attack.


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
Soviet Union Order of Battle
Army (RKKA)
  • Mechanized

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 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 (2)

Desperate Counterattack wins the day
Author Blackcloud6
Method Solo
Victor Germany
Play Date 2019-09-04
Language English
Scenario FitS003

Another nail biter of a scenario that went right down to the end in desperate fight in an assault hex. And it was the wildest ending, with some deep thinking through the rules to figure it out.

The Germans set up with a strong defense in Trostyanka (the Board 01 town), with a good force deployed along the woods to delay the Russian approach with artillery then delay along the road, with a moderate force, hoping to be reinforced by withdrawing German units in a final defense of Ustyluh (Board 03 Town).

The Russians attacked on two axis: 1. an infantry force, supported by tanks, to take Trostyanka and 2. an infantry/tank force to clear the road through the center and drive on to Ustyluh.

The attack on Trostyanak failed with heavy casualties but the attack towards the woods succeeded in pushing back the German line but took high casualties to artillery. The tanks helped greatly here. The Germans fell back and tried to set up a defense to stop the Russians from controlling the road. But the Russians called off the attack on Trostyanka and shifted the armor supporting that attack, including a KV-2 platoon that managed to enter, to the attack on the road.

The Russian attack swept over the Germans and simply pushed them back into the woods and the tanks moved on to control the road on Board 6. The Russian infantry was pretty beat up and the Soviets had to take some time to rally and re-organize to further the attack. meanwhile about two companies of Germans manages to withdraw back to Ustyluh and form up to counterattack to disrupt the Russian road control. In furious three turn "men vs. tank" attack, the Germans managed to contest just one hex to have the Russians fail to meet one victory condition for a minor German win. This was very important becasue if the Soviets won, the Germans could only at best get a draw in the Battle Game.

This is the second FitS scenario in a row to go desperately down to the wire. Good stuff!

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What the heck were they thinking?
Author J6A (Soviet Union)
Method VASSAL
Victor Germany
Participants unknown
Play Date 2022-11-04
Language English
Scenario FitS003

Early on in Barbarossa, the Soviets had the bright idea that counterattacking was the right thing to do. Perhaps it would have been with some 1945 Guards troops, and this scenario shows why it was a terrible idea in June, 1941. I played this one over VASSAL over many months and we only got halfway before I threw in the towel as the Soviets.

I split my force into 2 strong attack forces, one heading south through the woods to force the far town and one to take the easternmost town. Most of my tank support went with the northern group. The Germans put a very strong defense in each of the towns, and a smattering of infantry in the woods between the towns. I did not get the KV-2s.

Things went badly for the Soviets from the beginning. I assembled my troops in the fields near the northern town, and sent a leader out to spot the town, where he promptly got creamed by German artillery. Seriously, what were the Soviets thinking? They were incredibly outgunned and outclassed. I gave my southern force time to get to the 2nd big batch of woods, taking some casualties from German artillery as they did. This was expected, and I knew the only way I'd prevail was from weight of numbers.

I tried bombarding the eastern town for a while, but there isn't enough Soviet artillery to be effective at this, especially with high German morale and good leaders. So, eventually it was time to advance on the town. And, as might be expected, they got shot up pretty badly. And with poor morale and poor leaders, most of the units weren't recovering from morale. I sent tanks into the town just to tie up some German troops and there weren't enough tanks to stop the Germans from continuing to bombard and shoot up the infantry trying to reinforce them.

In the center woods, things were going better, as the Soviets pushed back the Germans and eliminated a number of them, and even here it was slow going. 7/6 troops just don't do well attacking 8/7 troops. If we had continued I probably would have eventually wiped out all of the Germans in the woods, and it wouldn't not have been easy. In fact, it was a snake eyes in an assault and a 2X against my troops that finally broke my personal morale. It was clear probably by about turn 12 that the Soviets had no shot at taking either town. The Germans had too much firepower and their morale and leadership were too high.

I had a hard time rating this scenario. On play balance, it's probably a 2. Maybe a 3 with the KV-2s, and I don't see them as being enough. However, as a historical lesson on why the Soviets were so foolish to counterattack this was an interesting scenario. To see them just throwing troops at the Germans in the hope of overwhelming them and just watching more and more bodies pile up is like watching a slow motion train wreck. It's fascinating, and also a disaster.

I really don't see how the Soviets can get as far as they did historically, based on the setup for the next scenario (which I'm playing concurrently with my opponent, and also getting crushed as the Soviets). This likely isn't a scenario I'll revisit, and it was worth this one play.

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