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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Rear Guard
Fire in the Steppe #26
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 16th Panzer Division
Soviet Union 34th Tank Division
Display
Balance:



Overall balance chart for FitS026
Total
Side 1 1
Draw 0
Side 2 3
Overall Rating, 3 votes
5
4
3
2
1
4
Scenario Rank: --- of 913
Parent Game Fire in the Steppe
Historicity Historical
Date 1941-06-29
Start Time 09:00
Turn Count 24
Visibility Day
Counters 93
Net Morale 0
Net Initiative 1
Maps 4: 1, 4, 5, 6
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 173
AAR Bounty 165
Total Plays 4
Total AARs 2
Battle Types
Inflict Enemy Casualties
Rural Assault
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Smoke
Terrain Mods
Scenario Requirements & Playability
Fire in the Steppe Base Game
Introduction

Hans-Valentin Hube had inserted his 16th Panzer Division into the gap between the divisions of the Soviet VIII Mechanized Corps, and attempted to split the enemy forces still wider apart. While his infantry elements faced the Soviet 7th Mechanized and 12th Tank Divisions attempting to link up with their corps' forward division, Hube sent Col. Rudolf Sieckenius with most of the division's tanks to crush the isolated 34th Tank Division and its attached units. But despite days of heavy losses and a shortage of food, fuel and ammunition, corps commissar Nikolai Popel's battle group was not ready to be crushed.

Conclusion

Sieckenius' battle group had success, pushing the Soviet back despite fierce resistance. The Germans reported meeting KV-2 tanks, which seems unlikely — the KV-2 in 1941 filling the role in the imagination of the German troops that the Royal Tiger did in that of American soldiers in 1944 — and suffering heavy losses from them. Whatever the actual makeup of the defending force, they did manage to hold a cohesive front despite giving ground and re-organize themselves to deliver a nighttime counterattack.


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
Luftwaffe
  • Towed
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 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 993

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (2)

Crossfire
Author leonard (Soviet Union)
Method Face to Face
Victor Soviet Union
Participants unknown
Play Date 2019-06-13
Language English
Scenario FitS026

Excellent scenario, excellent game played face to face. We generally use all optional rules except for Logistics shortfall so that the soviet defender (that’s me) receives hidden units. Thus, the KV1, KV2, T35 and all AT guns are kept hidden (mostly in the woods) and set dispersed all along the defense line to make best use of crossfire opportunities. The infantry and artillery is defending the two large towns at the back. Furthermore, I set up some of the T26 hidden and an important one on map 06 in woods hex 0606 along with infantry. That force will be kept hidden as long as possible as to be able to fire the Germans from the back. The trap worked perfectly: despite the efforts of the German infantry to explore the woods, some areas remained neglected since it was taking too much time. When the hidden T26 eventually fired and set up crossfire, it was a massacre: PzIVs and PzIIIs suffered heavily being fired from the other side by KV2 and T35. The Soviet infantry continued to hide in the woods in the back of the Germans so that more German infantry was forced to hunt it again and lose more precious time. Moreover, the German return fire missed the T26 so that more German tanks were killed. Soviet aircraft and artillery then killed the potent 88mm battery...Although the tank duels went on and the German infantry slowly destroyed the Soviet positions, too much time had been lost by the attacker and too many tank losses eroded his power. Finally, the KV1 and KV2 remained the masters of the battlefield and the two towns held by the Soviets never were attacked. Major Soviet victory. Of course, this scenario would probably feel very different if played without hidden units. Finally, if I had to play it again from the German side, I would try to put all the pressure on one map only and not on the whole width.

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#26 Rear Guard
Author Juiceman
Method Solo
Victor Soviet Union
Play Date 2021-12-01
Language English
Scenario FitS026

Interesting scenario in that both sides earn VPs for different objectives or denying the enemy from achieving those objectives, with the normal steps eliminated. For the Soviets it was control of the town hexes which were worth 24 VPs if they could maintain all in their control while denying the Germans 10 VPs for clearing maps 5 & 6 of Soviet forces and limit their step losses would almost guarantee the win.

And so went this scenario, about half the German infantry spent most of the game trying to clear maps 5 & 6 of Soviet forces but they took disproportionally high casualties in doing so and in the end never completely cleared either map by game end, which did not leave enough forces to help gain any town hexes.

The other German force struggles as well with the Soviet armor, it did not help that the Flak 88 got eliminated by an artillery barrage early on, being spotted by a demoralized Soviet officer who decided to roll snake eyes for recovery. The panzertruppen then spent themselves trying to knock out the KV tanks, they came close several times, but all shots bounced off, the Soviets had no problem rolling for kills.

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