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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Shoulder Roll
Fire in the Steppe #23
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 9th Panzer Division
Soviet Union 32nd Tank Division
Soviet Union 3rd Cavalry Division
Display
Balance:



Overall balance chart for FitS023
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 1 vote
5
4
3
2
1
4
Scenario Rank: --- of 913
Parent Game Fire in the Steppe
Historicity Historical
Date 1941-06-28
Start Time 08:00
Turn Count 32
Visibility Day
Counters 162
Net Morale 0
Net Initiative 2
Maps 4: 3, 6, 7, 8
Layout Dimensions 112 x 43 cm
44 x 17 in
Play Bounty 196
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Inflict Enemy Casualties
Rural Assault
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Smoke
Scenario Requirements & Playability
Fire in the Steppe Base Game
Introduction

On the southern "shoulder" of the German penetration, the German XIV Motorized Corps had held its positions and allowed the troops further north to spearhead the penetration. When Soviet tank divisions began their counter-attack into the German right flank, Gen. Gustav von Wietersheim's corps launched its own counter-attack into the Soviet left flank, held by Maj. Gen. M.F. Maleev's 3rd Cavalry Division.

Conclusion

The cavalrymen had no answer for a massed panzer attack, and for this reason, Sixth Army headquarters had detailed 32nd Tank Division to provide them support. That assignment took South-West Front's most powerful mechanized corps away from its intended operational mission, but might have yielded some benefit had the tank division been capable of carrying out its orders. Though lavishly equipped with new tanks, the division had only been raised in the spring and lacked officers, prime movers and most of all communications gear. It never made it to the battlefield, and Ninth Panzer Division swept through the Soviet defenses, rendering useless the heroic sacrifices of the tank divisions just 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).
  • 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).
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.
  • 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
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)

#23 - Shoulder Roll
Author Juiceman
Method Solo
Victor Soviet Union
Play Date 2023-03-01
Language English
Scenario FitS023

This is a delaying action by a Soviet cavalry force supported by a BT tank company of dubious value, couple batteries of ATGs and 76mm field guns up against elements of a German panzer division with a plethora of OBA and the potential for Luftwaffe support. If the cavalry can hold out and delay the Germans long enough for Soviet armored reinforcements to arrive they might have a chance, slim but still a chance.

Depending on your playing style you as the Soviet player have a couple of options for your defense, do you defend the major river crossing with all your forces or do you spread them out along the E-W road in favorable terrain or a combination of the two.

This fight is going to come down to how soon the Soviet reinforcements enter the battle, they were an hour late, but once on the field of battle the T34s and KVs dominated.

In the end the German infantry was in control of the two towns and the woods on the west side of the minor river, but the Soviet tanks controlled the open spaces in between, what doomed the Germans was their tank losses, which did not give them the 2-1 advantage in steps lost.

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