Panzer Grenadier Battles on October 24th:
Afrika 1944 #22 - PAKfront Leyte '44 #12 - Flying Wedge
Fronte Russo #9 - Potemkin Village Leyte '44 #13 - Failure at Buri Airfield
Red & White #28 - Bastion
Errors? Omissions? Report them!
In the Puszta
Fire and Sword #3
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 24th Panzer Division
Soviet Union 108th Guards Rifle Division
Soviet Union 37th Guards Tank Brigade
Soviet Union 59th Guards Rifle Division
Display
Balance:



Overall balance chart for FiSw003
Total
Side 1 0
Draw 0
Side 2 2
Overall Rating, 3 votes
5
4
3
2
1
4
Scenario Rank: --- of 1093
Parent Game Fire and Sword
Historicity Historical
Date 1944-10-30
Start Time 15:00
Turn Count 28
Visibility Day
Counters 108
Net Morale 0
Net Initiative 2
Maps 3: 50, 53, 54
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 188
AAR Bounty 157
Total Plays 2
Total AARs 3
Battle Types
Inflict Enemy Casualties
Meeting Engagement
Road Control
Urban Assault
Conditions
Off-board Artillery
Reinforcements
Scenario Requirements & Playability
Fire and Sword Base Game
Introduction

In front of Kecskemét, the Soviets made their first serious mistake. Instead of outflanking the city and leaving the mopping-up to the infantry, the 2nd Guards Mechanized Corps tried to take the city by coup de main. Poor planning and toxic competition between unit commanders resulted in failure. When Soviet armor eventually went around the obstacle to isolate it, the Germans initiated a series of counter-attacks on the flanks of the shock groups. Moreover, the German Air Force directed the entire might of its air units in Hungary against the Soviet columns. East of Kecskemét, the former cavalrymen of the 24th Panzer Division made up one branch of the pincer attack. In early afternoon, division's northern battle group finally arrived and prepared a new attack toward the town.

Conclusion

In the puszta, the Germans assembled the entire strength of the armored battle group into a powerful fist. In response, the bulk of the 37th Guards Tank Brigade went north. At around 1630, 28 panzers surged to the southwest to cut off the main road to Kecskemét. They ran straight into the guns of the T34/85's, which destroyed 10 panzers, halting the attack. Fierce fighting raged throughout the afternoon and into the evening.

By the evening the 37th Guards Tank Brigade could no longer withstand the enemy pressure and the Germans had fragmented it into three groups. The Soviet forward detachment was encircled by the panzer grenadiers; its situation worsened when shortly before midnight the Axis artillery joined the battle and began to shell the trapped battalion. Radio communication had been lost with another of the brigade's tank battalions and its exact location and condition were unknown; the battalion was busy repulsing attacks by enemy armor and panzer-grenadiers somewhere southeast or east of Kecskemét. The brigade's motorized rifle battalion had been split into groups and assigned piecemeal to the tank battalions.

At around 2200, the 24th Panzer Division managed to open a corridor to Kecskemét, cutting off both Soviet tank battalions. German armored elements finally penetrated the town on 31 October at 0200 and linked up with the anti-aircraft troops inside the city. Less than 24 hours after a promising start, the bulk of the Soviet 46th Army had been brought to a halt well short of its objectives. This German success enabled them to move two more panzer divisions into the Guards' path and to complete the regrouping of three other mobile divisions to Budapest.


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
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
  • Self-Propelled Artillery: do not provide the +1 Assault bonus, even if closed-top (SB)
  • Anti-Aircraft Weapon Carrier: apply a -1 modifier to an air attack if within three hexes of the targeted hex (15.14).
  • 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
Guards
  • Motorized

Display Errata (7)

7 Errata Items
Scen 3

Note that the Soviet leaders identified in the setup instructions on page 8, are misplaced and are erroneously listed with the Soviet reinforcements.

They should be listed with the initial contingent that begins the game off the west or south edges of the battle map for this meeting engagement.

(treadasaurusrex on 2025 Aug 12)
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 41

All SS PzIVH tanks should have a movement of 8.

(Shad on 2010 Dec 15)
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 51

One Wespe (ID# 1201) should have an armor value of 1 on the front and back of the counter.

(Shad on 2010 Dec 15)
Overall balance chart for 881

All Guards JS-IIs should have AT fire values of 8-8.

(Shad on 2010 Dec 15)
Overall balance chart for 884

All Guards T-34/85 tanks should have AT fire values of 7-7.

(Shad on 2010 Dec 15)

Display AARs (3)

Hold the Towns & The Road, Tovarich.
Author treadasaurusrex (Soviet Union)
Method VASSAL
Victor Soviet Union
Participants Grognard Gunny (AAR)
Play Date 2025-08-21
Language English
Scenario FiSw003

This was a fun-filled, but truncated, 2-session play through with the indefatigable & steadfast Grognard Gunny leading attacking elements of the German 24th Panzer Division in a 28-turn battle. I led defend elements of the Soviet 108th and 59th Guard Rifle Divisions, as well as the 37th Guard Tank Brigade in this 3-map meeting engagement. Both sides drew decent leadership. Overall, the Wehrmacht had slightly stronger leadership.

The FOW (beginning the start of the third game turn), consolidation, smoke/illum, excess initiative, tank riders, strategic movement and extended assault optional rules. I also suggest that we try these FIVE house rules: 1) Road Movement for Mechanized & Foot Units — All FOOT & MECHANIZED units may move on roads at the rate of 1/2 of a Movement Point (MP) per road hex, just like MOTORIZED units, 2) Standardized Movement for Mechanized Units — All mechanized units may move through clear hexes at a movement cost of only 1 movement point (MP) per hex, instead of 1 1/2. Add one to this cost if moving up, across, or down slopes hexes, 3) German Assault Gun Activation — German Army, turretless STGs and Jagdpanzer units were typically crewed by artillerymen. Like halftracks, these units may be activated by ALL leaders, as well as Tank Leaders, unless prohibited by scenario rules, 4) Armored Fighting Vehicle (AFV) Consolidation — Unless prohibited by special scenario rules, reduced 2-step tanks, and other AFV units of the same type, nationality, and morale condition may be combined to form a single, full-strength unit. Both reduced units must start their activation in the same hex and be activated by an adjacent – or same-hex – good order, Tank Leader. This action costs both units all their movement points. Remove one of the units, flip the other to its full-strength side and mark it activated, and 5) Revised Gully & Wadi Rule — The 4th Edition Terrain Effects Chart is adjusted as follows: combat units and leaders in gullies or wadis are in limiting terrain for purposes of spotting and are automatically dug in. Entrenching is allowed in this terrain type, as well. Movement within this terrain remains: 2 for Foot, 4 Motorized, 3 for Mechanized units. Combat against units in this terrain is –1 DF, -1 AT and defending units have First Fire in the first segment of assault combat. This rule set served us well in this play-through, IMHO.

Our first session (game turns 1-3) was taken up with opposing movements to contact from both edges of the battle map. First blood was drawn by a German artillery strike against a Soviet observation post on the southwestern 20-meter hilltop on Map 54. The Soviets moved quickly into both towns on the western margins of Map 53, as well as on the 20-meter ridge in the northeast quadrant of Map 53. The German advance pushed straight down the east-west road occupying all town hexes along the road, before spreading out in flat terrain on Map 54.

The second session (game turns 4-6) featured the Germas pushing west & spreading out in the center and left flank, while the Soviets consolidated their defensive positions on Map 53. A company of Pz-IVH tanks discombobulated the easternmost Soviet, hilltop observation post. The Soviet Guard tanks showed up and immediately moved north to cutoff the rear echelon Wehrmacht units. This was not without cost, as a pair of German Jagdpanzer IV/70 platoons scored from long-range and eliminated the vanguard, T-34/85 unit. In two turns, the Russian armored thrust from the south edge of Map 54 was able to capture the senior German leader, eliminate a pair of SPW250 APCs, and also shoot up, two STG-III assault guns in opfire. My honorable opponent called this one at the start of the sixth game turn when he felt that there was no longer the possibility of a German victory. The final steps lost count was 12 for the Germans side, and 5 for the Russians. There were 2 FOW-shortened turn of the 6 played.

This was a fun-to-play and interesting scenario that was probably too long. There were plenty of decision points and a lot of room for maneuver. I give it a 5 in shared play, with a tenacious opponent. Best practice in this engagement should be for the more experienced player to manage the German side, given the relatively stringent victory conditions. This one is suitable for both SHARED and SOLO play.

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Fire and Sword, scenario #3: In the Puszta
Author JayTownsend
Method Solo
Victor Soviet Union
Play Date 2024-12-22
Language English
Scenario FiSw003

Fire and Sword, scenario #3: In the Puszta

This was an interesting looking scenario with a large variety of unit types and both sides are armor efficient as these are Soviet Guard units. The Germans have three victory objects to try an achieve or not, controlling more of the town hexes on the farthest western map, map 53, controlling the east-west road and eliminating more enemy steps then losing. As the Germans enter three maps back on the eastern edge, the Soviet enter on the western edge and right into those town hexes, so they also have time to put up a large recon blocking force down the road into a town hex on map 54 as a blocking an delaying force, while waiting on their large armor reinforcements to arrive on turn 5.

The Soviet recon force of a halftrack with a leader and 57mm anti-tank gun unit, a SU85, a BA64 and two trucks loaded with SMG infantry and one leader, beat the Germans to the center maps and setup their delaying force. The Germans now have to fight their way out of the map center and by this time, the Soviets have setup their town hex defensives on map 53. The Germans push as much of their armor westward but it’s too late, the Soviets T34/85s & JS2s have arrived and the Germans PzIVHs, StuGIIIGs & JgPzIV/70s aren’t as strong and lose a ton of armor to a few of the Soviet vehicles. With no way to achieve any of their victory objectives, I call this scenario early. This was a Russian Major Victory.

With that said, I still enjoyed playing this one, moving the Soviets ambush force east was the key to their huge success and the Tank shootout was fun especially for the Russians.

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Enveloped.
Author Grognard Gunny (Germany)
Method VASSAL
Victor Soviet Union
Participants treadasaurusrex (AAR)
Play Date 2025-08-21
Language English
Scenario FiSw003

Stuck my forces out too far West and got them cut off from my Arty support. Worse, there was no way the Germans cold recover enough to make any inroads against the Russians. (Another bad showing for the German Commander.)

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