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
Errors? Omissions? Report them!
Saaremaa Island
Siege of Leningrad #3
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 151st Infantry Regiment
Germany 61st Infantry Division
Soviet Union 3rd Rifle Brigade
Display
Balance:



Overall balance chart for SioL003
Total
Side 1 6
Draw 0
Side 2 0
Overall Rating, 6 votes
5
4
3
2
1
2.83
Scenario Rank: 805 of 913
Parent Game Siege of Leningrad
Historicity Historical
Date 1941-09-27
Start Time 15:30
Turn Count 18
Visibility Day
Counters 78
Net Morale 1
Net Initiative 2
Maps 1: 18
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 146
AAR Bounty 153
Total Plays 6
Total AARs 4
Battle Types
Exit the Battle Area
Urban Assault
Conditions
Entrenchments
Off-board Artillery
Randomly-drawn Aircraft
Scenario Requirements & Playability
Edelweiss: Expanded Counters
Eastern Front Counters
Road to Berlin Maps
Siege of Leningrad Base Game
Introduction

The Germans invaded the Baltic islands in order to secure the Estonian capital of Riga and protect the rest of the Baltic coast from Soviet incursions. This task was given to the German 61st Infantry Division, which had had all of 17 days to rest and recuperate after securing Tallinn. On September 14th they crossed to Muhu Island and then to Saaremaa, and by the last week of the month the Soviet garrison there was bottled-up in the fortified Sorve Peninsula. The defenders held off repeated German attacks for five days, but on the 27th the Germans called in heavy air and naval bombardment support to finally crush the garrison.

Conclusion

Air and naval support made the difference, and the Germans broke through Soviet lines on the narrow neck at the north end of the peninsula (1.25 miles wide). By October 5th the entire island was secured, which opened up the surrounding seas to Axis shipping.


Display Order of Battle

Germany Order of Battle
Heer
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 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(Shad on 2010 Dec 15)
Overall balance chart for 54

The movement allowance on the counters in Airborne is misprinted. It should be "3."

(rerathbun on 2012 Jan 30)
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 (4)

Saaremaa Island
Author waynebaumber
Method Solo
Victor Germany
Play Date 2010-12-13
Language English
Scenario SioL003

A small but intense scenario with outnumbered,outclassed but entrenched Soviet forces trying to prevent German forces with navel and Luftwaffe support taking towns and exiting the board. The Soviet set up is an intresting problem is a forward defence best or prehaps a reverse defence.In this solo game, I went for a defence with the best Soviet units in the forward town and the rest entrenched to the rear next to the swamp.I hoped to suck the Germans into an urban assault and thus delaying thier eattempt to exit units. The German commander split his units into two group, the ENG and HMG did assault the town but the majority stuck to one flank in an attempt to overwhelm or bypass the two entrenchments blocking the way. The town assault did get a little bogged down however by the end of the game the stubbon Sovier forces had been eliminated. The flank attack did better, with the Navel guns pounding the fortifications and the Lutwaffe bombing the Red artillery, by game turn 10 German units were exiting the board. A Soviet counter attack did result in a few losses but was forced back with even higher Russian losses. The result was clear a major German victory. Although in the end this game was one sided with the Soviet set up options there is some replay value. A good solo scenario.

0 Comments
You must be a registered member and logged-in to post a comment.
Got pasted!
Author Grognard Gunny
Method Solo
Victor Germany
Play Date 2024-02-21
Language English
Scenario SioL003

As advertised, the Germans made best use of their Arty and Air to make the deal. The best the Russians could do was to hold onto the town for as long as possible and keep close to the Germans to make them think (at least a little) about using that overwhelming firepower for fear of disrupting one's attacks via friendly fire. The Germans prevailed, but it wasn't as bad as it could have been for the Russians.

1 Comment
(edited 2024-02-21 16:54)

Hmm, an infantry & artillery slugfest, que no?

Do you think this one is worthy for use by the Foils in shared play?

You must be a registered member and logged-in to post a comment.
Shell Casings
Author Matt W
Method Solo
Victor Germany
Play Date 2013-04-08
Language English
Scenario SioL003

One quick look at this scenario will point out that the German player has the benefit of a LOT of OBA for the task at hand. The Germans start with a superior force, with superior morale and vastly superior firepower. The Soviets have some entrenchments and town terrain which will help somewhat but they have to maintain their hold on the towns and keep the Germans from exiting the board. It quite simply is beyond their power.

The terrain will keep the Soviets from establishing mutually supporting positions. The northern sector is broken by woods and the southern section is broken by swamps. As a result the Soviets are relatively locked into their starting positions. Any moving force is likely to be crushed under the weight of the shelling. The Germans are therefore free to destroy the Soviets in detail while detaching just enough force to get the "exit" victory points and deny the Soviets a bonus for holding the Germans on board.

This one really isn't much more than an exercise in the use of multiple shelling of low morale forces. I would not suggest it for ftf unless you are trying to bring along a new player and you want to give them a chance to understand the use of OBA. Give them the Germans and expect to have your Soviets turned into paste. I give this one a "2".

0 Comments
You must be a registered member and logged-in to post a comment.
Just Too Many Germans
Author KirkH
Method Solo
Victor Germany
Play Date 2010-09-03
Language English
Scenario SioL003

Soviets set up in northern town and in woods to the east and west, with heavy artillery south of the large swamp. Germans advanced from the north and were quickly able to eliminate half a dozen Soviet steps via artillery and aircraft. The German advance continued and by turn 14 they had captured the large town even though a large number of turns ended early due to FOW. By turn 16 almost all Soviet units had been eliminated, mostly due to OBA fire. The Germans had lost only three steps all game and easily exited ten steps off the south edge to secure a 55-3 major victory. This scenario is fun as a solo game, however the German aircraft and OBA seem to be too much for the Soviets to overcome, even if every unit starts the game entrenched.

0 Comments
You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!
Page generated in 1.028 seconds.