Panzer Grenadier Battles on November 21st:
Desert Rats #16 - The Panzers Pull Back Desert Rats #19 - The Panzers Return
Desert Rats #17 - The Tomb Of Sidi Rezegh Jungle Fighting #7 - Line Of Departure
Desert Rats #18 - A Pibroch's Skirl South Africa's War #5 - Irish Eyes
Errors? Omissions? Report them!
Sol'tsy: Tougher Stuff
March on Leningrad #3
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 8th Panzer Division
Germany Kampfgruppe Fronhofer
Soviet Union 202nd Mechanized Division
Soviet Union 682nd Rifle Regiment
Display
Balance:



Overall balance chart for MaoL003
Total
Side 1 3
Draw 0
Side 2 0
Overall Rating, 4 votes
5
4
3
2
1
4.25
Scenario Rank: --- of 940
Parent Game March on Leningrad
Historicity Historical
Date 1941-07-13
Start Time 15:00
Turn Count 30
Visibility Day
Counters 138
Net Morale 0
Net Initiative 0
Maps 4: 15, 2, 6, 8
Layout Dimensions 112 x 43 cm
44 x 17 in
Play Bounty 183
AAR Bounty 165
Total Plays 3
Total AARs 2
Battle Types
Road Control
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Terrain Mods
Scenario Requirements & Playability
Eastern Front Maps + Counters
March on Leningrad Base Game
Red Warriors Counters
Road to Berlin Maps + Counters
Sinister Forces Counters
Introduction

Just west of Sol'tsy the Soviet 682nd Motorized Rifle Regiment was scattered to the four winds in costly fighting with the powerful Kampfgruppe Frohhofer. As the Germans advanced toward Sol'tsy most of their fleeing enemy sought safety by joining up with their sister regiment in the village. This did not concern the Germans, who expected no trouble that couldn't be easily overcome. First Lieutenant Fronhofer and his men looked forward to spending the night in Sol'tsy, while 682nd Motorized Rifle intended to deny them this privilege and earn some respect in the process.

Conclusion

It soon became clear that the town would be overrun by the Hitlerite hordes, but the Red Army soldiers refused to accept this and fixed bayonets, shouted a war cry and charged the startled Germans. The vaunted panzer men were pushed back over four miles, but eventually regrouped and chased the Soviets out into the countryside by nightfall. Lt. Fronhofer was able to spend the evening in the lovely hamlet of Sol'tsy, but only after a day's worth of fighting that was much more difficult than he'd expected. Far worse was to come.


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.
  • 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)
  • Motorized
NKVD
  • Foot
  • Leader

Display Errata (7)

7 Errata Items
Overall balance chart for 2

Two 105mms (ID#s 1204, 1205) have "16-31" fire values in black (direct fire), when they should be in white (indirect fire).

(Shad on 2010 Dec 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 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 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 (2)

Sol'tsy : Tougher Stuff - March On Leningrad Scenario 3
Author vince hughes (Germany)
Method Face to Face
Victor Germany
Participants waynebaumber (AAR)
Play Date 2009-06-16
Language English
Scenario MaoL003

A ftf game that both of us really enjoyed. The battle was fought over many hours and a few sittings against each other. If you are prepared to devote the time, I would thoroughly recommend this as a ftf game as the emotional ups and downs are quite numerous

As per the first scenario on Sol'tsy (that featured the capture of Sitnya), this also requires the Germans to march up 4 boards, securing roads, killing as many Soviets as possible and then finally securing and occupying as much of Sol'tsy as possible (large town on board 2) so do expect a tough street to street battle at the end. For their part, the Soviets simply have to reciprocate the objectives and then both sides gain points for a final tot up and tally to determine draw or major or minor victory.

The German force enters one end, and is a Kampfgruppe made up of tanks, infantry, motor-cycles, half-tracks and various guns.The Soviets have a mixed bag made up as follows..... A numerous retreating force that set up on a road and are a hotch-potch of tanks, men and guns. A small NKVD 'crust' unit in front of the town, and then a largish defending force deployed around Sol'tsy itself.

Here's the entry that has gone into my scenario report binder :

‘Sol’tsy : Tougher Stuff ’

Sol’tsy : 13th July 1941

Scenario completed 26th June 2009

Just west of Sol’tsy, the Soviet 682nd Motorised Rifle Regiment was scattered to the four winds in costly fighting with Kampfgruppe Fronhofer. As the Germans advanced toward Sol’tsy most of their fleeing enemy sought safety by joining up with their sister regiment in the village. This did not concern the Germans, who expected no trouble that couldn’t easily be overcome. First Lieutenant Fronhofer and his men looked forward to spending the night in Sol’tsy, while 682nd Motorised Rifle intended to deny them the privilege and earn some respect in the process.

At 3pm the German advanced units, consisting of motorcycle troops, halftracks and tanks swooped on the masses of Soviet soldiers making their miserable way toward Sol’tsy. For nearly two hours, the Germans, having outflanked them and pressuring them from behind, cut them down almost at will, including some Soviets that tried to make a stand in the nearby forest. The Soviets had tried to set-up some semblance of a cohesive defensive line with these retreating troops but it had proved utterly futile! In all, some 12 tanks and nearly 400 soldiers were destroyed in the mini-kessel before Sol’tsy. The Germans on the other hand lost little more than a handful of half-tracks !

As this massacre went on, the chief of the lightly armed NKVD detachments had his meager forces, around 150 NKVD troopers, dig-in to the front of Sol’tsy as an energy sapping shield against the Germans. In the town itself, infantry, tanks and artillery busied themselves in preparing for defence and bombarding the advancing enemy. Now the attack became a far more painful experience for the Germans ! Soviet tanks and guns smote 6 PzIV’s away and some armoured cars. 35+ of their half-tracks became casualties in the attack as they tried to deliver MG support to their advancing infantry. The Soviet commander had set up his AT guns and tanks all along the perimeter so as cut down as many German AFV’s as possible. This proved relatively successful if not totally so. At one location, one particular Russian 76.2mm battery was causing great trouble to the German PzIV’s and infantry, inflicting a number of losses. There was the hugest of cheers from the German Landsers, when, on the very last flight of the day, a Stuka scored a direct hit on this battery and knocked it out completely. Despite this rousing success, more than 50 German infantry were still mown down in the advance.

But for all this, the German attackers finally gained a toe-hold in the south-west corner of the town, and from there, a deadly close combat battle slowly built up as each street was manfully defended and contested by the opposing armies. The German’s sent in engineers to assist their comrades in clearing the defended houses with satchel charges and flame-throwers. Slowly, Soviet men and tanks were becoming casualties in this deadly close in fighting.

As the battle raged in the south-west corner of the town, other German troops maneuvered round each side of the town in order to force the Soviet defenders to thin out if they wished to defend all approaches. Motor-cycle infantry also cut off the road link east of Sol’tsy and this isolated the defenders completely. Very slowly, more incursions were made by the Germans into the defence but there was a high toll in casualties being taken. The Germans threw in infantry and leaders, engineers, tanks, the remaining half-tracks and also called in plenty of artillery from the rear as well as local mortar and artillery platoons.

At 8.30pm, after five and half hours of battle, the Soviet commanders finally gave up the ghost and conceded defeat. They had suffered 817 casualties, plus the crews of around 18 tanks. The German losses, the bulk of which had come once the attack on the town began amounted to 126 soldiers, 16 AFV’s and their crews and nearly 50 half-tracks that had paid the price of being used aggressively! No doubt their usual cargo would be walking eastwards in future ?

The Germans had finally taken Sol’tsy and the surrounding areas. But the Soviet forces in the nearby vicinity were still very numerous and so, it could only be a matter of time before serious counter-attacks were launched.

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Tougher Stuff?
Author waynebaumber (Soviet Union)
Method Face to Face
Victor Germany
Participants vince hughes (AAR)
Play Date 2009-06-16
Language English
Scenario MaoL003

The best scenario in the Sol'tsy campaign. A mixed bag of Soviet forces face elements of the 8th Panzer Div. The Germans quickly chew thru the retreating forces from the first battle but then come up against fresh forces including the NKVD. This was a close fought battle with the tide turned by the German artillery and better German mobility.

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