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
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Outflanking Székesfehérvár, From the East
Fire and Sword #29
(Defender) Germany
(Defender) Hungary
vs Soviet Union (Attacker)
Formations Involved
Germany 3rd Panzer Division
Hungary 1st Hussar Division
Soviet Union 41st Guard Rifle Division
Soviet Union 41st Guards Tank Brigade
Soviet Union 63rd Mechanized Brigade
Display
Balance:



Overall balance chart for FiSw029
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
3
Scenario Rank: --- of 1093
Parent Game Fire and Sword
Historicity Historical
Date 1944-12-21
Start Time 11:30
Turn Count 16
Visibility Day
Counters 150
Net Morale 0
Net Initiative 0
Maps 2: 50, 53
Layout Dimensions 86 x 28 cm
34 x 11 in
Play Bounty 191
AAR Bounty 168
Total Plays 1
Total AARs 1
Battle Types
Exit the Battle Area
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Reinforcements
Joint Forces Battle
Scenario Requirements & Playability
Fire and Sword Base Game
Introduction

The Soviet 7th Mechanized Corps had been held back to exploit towards Mór and Várpalota, north-west of Székesfehérvár, once the rifle divisions had taken the city. However, German resistance delayed the whole assault, altering Soviet plans. In the morning hours, the 7th Mechanized Corps drove into the breach opened between Lake Velence and the eastern suburbs of Székesfehérvár, even though the anticipated mass breakthrough had not yet been achieved. Only one trafficable road ran across the corps sector, and thus the Soviet forward detachments only left their jump-off positions around noon.

Conclusion

The defenders, an armored battle group from 3rd Panzer Division, had been split up into small units and thrown into battle in a piecemeal fashion. The forward detachment of the Soviet 63rd Mechanized Brigade attacked along the main highway to Székesfehérvár. At 1400, they ran into 14 German AFVs blocking the road on the north-west shore of Lake Velence. Confined to a very small area between the lake and open moorland, the tanks couldn’t maneuver and the Soviets knocked out half of them (six falling to a single 45mm anti-tank gun).

Next in line, the forward elements of the 41st Guard Tank Brigade also reached their objectives and swung towards Point 159, 5.5 kilometers north-east of Székesfehérvár. Flanking artillery and tank fire from the city suburbs compelled the brigade to turn its front line north-westwards. Two companies of Panthers, supported by another company of assault guns, moved forward through the vineyards and engaged the T34/85 and JS-2 tanks. More fighting erupted in the suburbs. Initially the German counterattack made good progress but, after having covered a distance of two kilometers, they were forced to withdraw westwards by the flanking attack of 30 Soviet tanks from the south. Meanwhile, two companies of Pz IV tanks started a counterattack from the east, supported by elements of the Hungarian 1st Hussar Division. Although the Hussars indeed reached the village, they were counterattacked and driven back.

At the end of the day, even Soviet reports noticed the failure of the 7th Mechanized Corps to reach the assigned objectives. The German resistance and the limited opportunities for maneuver in the bottleneck between Lake Velence and Székesfehérvár, as well as the indecisive actions of the Soviet corps, led to a confused situation in which armor spearheads were fighting among infantry and the attack pace was far too slow.

Additional Notes

Soviet Guards transport counters may be downloaded from Avalanche Press.


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).
  • 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)
  • Unarmored Weapon Carriers: These are unarmored halftracks (Bufla and Sk7/2) or fully-tracked vehicles (Karl siege mortar) with mounted weapons. All are mechanized, except the BM-13 (Katyusha rocket launcher mounted on a truck). They are weapon units, not AFV's, so they are never efficient and cannot be activated by tank leaders. (SB)

Display Order of Battle

Germany Order of Battle
Heer
Hungary Order of Battle
Army
  • Towed
Soviet Union Order of Battle
Army (RKKA)
Guards
  • Motorized

Display Errata (10)

10 Errata Items
Scen 29

The second Axis reinforcements (Hungarian) should enter on the east edge (not west)

(leonard on 2025 Aug 15)
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 47

All SPW 251s have an armor value of 0.

(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 951

The reduced direct fire value in Kursk: Burning Tigers is 4-4.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 896

These units should have a Direct Fire rating of 2-3, just like the RKKA and NKVD counterparts.

(danradz on 2011 May 04)
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 912

Kommissars never get morale or combat modifiers. Ignore misprints.

(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 (1)

Fire and Sword: scenario 29: Outflanking Szekesfehervar from the East
Author JayTownsend
Method Solo
Victor Germany, Hungary
Play Date 2025-08-10
Language English
Scenario FiSw029

Fire and Sword: scenario 29: Outflanking Szekesfehervar from the East

This scenario looked good on paper. I did away with the Mire rule from the special rules, when you look it up on page 38, it is an optional rule and I hate tracking all those vehicles in the mud, just not enjoyable. A simpler way would have been to slow movement, or certain terrain costs more to move into. Anyway I didn’t use that rule.

This scenario looks cool but the initial German forces setup dug-in close to the map 53 & map 50 border in kind of a steel wall and get two groups of German & Hungarian reinforcements on turn one as well, that will end up reinforcing this steel wall and they have a ton of armor and the right balance of Infantry. The Soviets were totally bunted in their attempt to exit units, conquer town hexes and have a better causality rate, achieving zero of these and pretty much getting slaughtered. I think only six steps exited and this one was a Major German Victory.

2 Comments
2025-08-12 02:30

Hi Jay ! You know, sometimes, developers do not understand the original scenario.

2025-08-12 07:57

I agree 100% Leonard.

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