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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Ride to Dubno
Fire in the Steppe #16
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 16th Panzer Division
Soviet Union 14th Cavalry Division
Display
Balance:



Overall balance chart for FitS016
Total
Side 1 2
Draw 1
Side 2 0
Overall Rating, 3 votes
5
4
3
2
1
4
Scenario Rank: --- of 1093
Parent Game Fire in the Steppe
Historicity Historical
Date 1941-06-26
Start Time 09:00
Turn Count 30
Visibility Day
Counters 78
Net Morale 0
Net Initiative 2
Maps 2: 3, 6
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 151
AAR Bounty 168
Total Plays 3
Total AARs 1
Battle Types
River Crossing
Urban Assault
River Control
Conditions
Entrenchments
Reinforcements
Scenario Requirements & Playability
Fire in the Steppe Base Game
Introduction

On the afternoon of 22 June, Col. Gen. Mikhail Kirponos of South West Front began to correctly suspect that the Germans meant to surround his forces in and around Lviv. With limited reserves to block such a move, he looked to the cavalry divisions near the front - they had the needed mobility, but were not suited for the armored counter-attacks demanded by pre-war doctrine. Fourteenth Cavalry Division rode for a line along the River Ikva, arriving on the 24th when they began to dig in. "Do not allow the enemy," Kirponos ordered, "to advance to the east, south or south-east." Two days later, the Germans appeared as Kirponos had foreseen.

Conclusion

Given time to prepare their positions, Maj. Gen. V.D. Kryuchenkin's Red horsemen put up a formidable defense based on their light artillery. The German recon troops made repeated attempts to force their way across the river, succeeding several times only to be thrown back by tank-led counter-attacks. The Red Army had not forgotten how to fight.


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.

Display Order of Battle

Germany Order of Battle
Heer
  • Mechanized
Soviet Union Order of Battle
Army (RKKA)
  • Mechanized

Display Errata (4)

4 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 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)

Display AARs (1)

Halftrack Hell
Author NBGB (Germany)
Method VASSAL
Victor Draw
Participants unknown
Play Date 2026-08-25
Language English
Scenario FitS016

Played via Vassal with cjsiam using Peter's double blind rules.

This was an entertaining albeit unusual scenario. The Nazi horde was a recon unit with their power being in the multitudinous halftracks they possessed. The defenders of the Motherland were entrenched in a town across a minor river which the horde had to take for victory. They had a few platoons of light tanks which could enter the fight once the horded stepped foot in the town.

My strategy as the leader of this unusual force was to use the available recon units to forge the river as far north of the town as possible to swing around behind the town and scout and also set up potential crossfire positions for the armor when they appeared. Meanwhile the infantry and halftracks would hide in the woods until the above could occur. The measly two mortars took position to harass the defenders during this process. We would then storm the bridge with our meager infantry to pave the way for the hell bound halftracks. The Russkies entrenched in the town and a strategic woods hex overlooking the bridge crossing and sprinkled their horse cavalry units in the woods and town.

The beginning third of the game involved the moving of the aforementioned scout units. They were subjected to some AT fire and many cavalry charges. This was because of their daring movement to spot units in the town and woods. They suffered some losses to a motorcycle company and a step or two some armored cars. The troops in the woods maneuvered to go for the bridge under smoke. They suffered withering op fire but managed to grab a toehold on the bridge. The Russkies cavalry charged the bridge position but took a beating from the mortars and an mg unit op firing. The bridge held and allowed the rest of the infantry to advance on both of the entrenchments under the cover of smoke.

The key entrenchment in the town was assaulted by a brave platoon of infantry which effectively shut down the AT gun there for the duration of the battle. The other entrenchment in the trees was similarly assaulted and the AT gun there suffered the same fate. Now the path was clear to bring in the dreaded halftracks across the bridge. The Russian clever use of their cavalry kept reducing scout units and impeded progress on many ingress attempts to the town.

Now the tanks appeared but they circled to the north to avoid potential AT fire as planned. This gave the horde a few more minutes to get the tracks into cover in the town and woods. This also allowed them to unload the three 37mm AT guns in position to keep the Russian tanks from encroaching the rear.

At this point the battle was for the town with massive assaults. The Russians cleverly postioned their tanks and AT firepower just outside the assault hexes to reign hot AP fire on any tracks that were in assaults. Now it was a dice rolling contest for the last five or so turns. The Germans had many complex moves to bring in halftracks and cycle blown up ones in and out of assaults and to use the very meager infantry to best possible advantage.

the defenders held despite furious fighting. The town entrenchment was never able to be breached and there were two platoons of cavalry in another hex that laughed at the Hitlerites.

the Germans lost about 20 steps and the Russians 16. This was a very fun scenario and extremely challenging for me to try and formulate a plan with no OBA and very meager infantry. The double blind rules worked very well but do require some overhead so the jury is out for me on their usefulness in a large scenario. However, in most cases they seem to function perfectly fine.

Thanks to cjsiam for helping with the rules and providing a great challenge that ended with a whimper, not a bang.

2 Comments
2026-08-25 18:46

Is this one suited for both SHARED & SOLO play in your humble opinion?

2026-08-26 06:18

Yes-if the German player is aggressive and doesn't play for a draw.

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