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
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Sol'tsy: Problems at Maloye Utorgosh
March on Leningrad #4
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 3rd Panzergrenadier Division
Soviet Union 237th Rifle Division
Display
Balance:



Overall balance chart for MaoL004
Total
Side 1 5
Draw 1
Side 2 2
Overall Rating, 8 votes
5
4
3
2
1
3.38
Scenario Rank: 518 of 940
Parent Game March on Leningrad
Historicity Historical
Date 1941-07-15
Start Time 08:15
Turn Count 18
Visibility Day
Counters 108
Net Morale 1
Net Initiative 1
Maps 2: 1, 5
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 157
AAR Bounty 147
Total Plays 8
Total AARs 5
Battle Types
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Scenario Requirements & Playability
Eastern Front Maps + Counters
March on Leningrad Base Game
Introduction

The advancing 8th Panzer Division had encountered increasing opposition since July 13th. On the morning of the 15th it became a full-blown Soviet attack. Soon the panzer division was cut off and under fire from nine enemy divisions, and desperate calls for help went unanswered since 8th Panzer's supporting division (the German 3rd Motorized) had just been hit by a Soviet pinning attack at Maloye Utorgosh. At best 3rd Motorized could hold position while 8th Panzer broke out and escaped to their lines. At worst they would be cut off themselves.

Conclusion

Seven times the Soviets tried to take the village, and seven times the Germans repelled them. That was the good news. The bad news was that by the end of the battle their strength was exhausted, and there was no way they could possibly assist 8t Panzer Division (which was by then fighting for its very existence)>


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).
  • 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
  • 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
Army (RKKA)
  • Mechanized
  • Towed

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 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 (5)

A well-coordinated Soviet assault
Author Zouave
Method Solo
Victor Soviet Union
Play Date 2009-11-15
Language English
Scenario MaoL004

I got a rare chance to play PG face-to-face in November, and we tried MOL #4, Sol'tsy: Problems at Maloye Utorgosh. Two maps, 18 turns, and designed by PG scenario artisan Mike Perryman.

I see Vince Hughes played this one back a while ago, and had a German win. This time, the Soviets won as the German conceded early. I was the Soviets, and was helped by some atrocious rolls by my opponent (several 12s on morale checks in the first turn!, and repeated 7s when checking for his own fire). I was able to get some of his tanks in a crossfire between my T-28s and 45mm AT guns, eventually killing three steps. But the big break came when my force advancing down the western side got the jump on his troops in the wheat field due to an early fog-of-war turn end. When his troops tried to pull back, they were hammered by my OBA. I had three powerful groups closing in on the town from different directions, and we called it quits.

I thought the scenario was interesting, a classic PG assault situation. With some different rolls it could have turned out very differently.

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Sol'tsy : Problems At Maloye Utorgosh - March On Leningrad Scenario 4
Author vince hughes (Germany)
Method Face to Face
Victor Germany
Participants waynebaumber (AAR)
Play Date 2009-07-26
Language English
Scenario MaoL004

Maloye Utorgosh 15th July 1941

Scenario played : 26th July 2009

The advancing 8th Panzer Division had encountered increasing opposition since July 13th. On the morning of the 15th it became a full-blown Soviet attack. Soon the Panzer Division was cut off and under fire from nine enemy Divisions, and desperate calls for help went unanswered since 8th Panzer’s supporting Division, the 3rd Motorised had just been hit by a Soviet pinning attack at Maloye Utorgosh. At best, 3rd Motorised could hold position whilst 8th Panzer broke out and escaped to their lines. At worst, they would be cut off themselves.

The battle at Maloye Utorgosh kicked off with Soviet advances from the north and east at 0815 hours. Some 4 battalions led the assault, supported by a mixture of varying tank quality and a heavy mass of artillery support. The Germans set their MG coys in M.Utorgosh along with artillery and AT guns and the ‘stubble-hopper’ infantry dug themselves in at the grainfields and were generally not observable. They set their 3 platoons of PzIII’s, one at each ‘corner’ of the L-shaped line. The infantry and tanks would concentrate on destroying the eastern attack of the Soviets, meaning the northern wing would be dealt with by the town defences and any reinforcements left from the east part of the battle.

The Soviet attackers were allowed few targets to actually use their OBA against, whilst the German tanks and their own OBA hindered Soviet AFV moves. Right from the off, Russians began falling on the east side of the attack, 100 men in the first 45 minutes. In the next half hour around another 200 became casualties in what was turning into a massacre of the east wing. The Germans lost 50 soldiers themselves and came under pressure when Soviet troops finally entered the grainfields and vicious close-combat in the fields ensued. Despite this pressure, the attack was beaten off with the Soviets, if not killed, then the vast majority of others fleeing and demoralised.

Meanwhile the northern attack was being engaged at range and very much disrupted. The Soviets failed to get within 400 yards of Maloye Utorgosh and yet still suffered heavy losses. Only one bright spot occurred in the battle when six T28’s went head to head against four PzIII’s and destroyed them all. Two of the T28’s were eventually taken out by German infantry, but the Soviets had notched a mini-tank win against the Panzers.

Overall though, the slaughter had been pretty one way traffic, with the town never under threat. Both attacks from the north and east had been decimated and thrown back. The Soviets retreated in much disorder having sustained around 500 losses plus 4 tanks. The German defenders lost around 200 men and 6 tanks, but the attack had been truly beaten off.

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More Leaders Please!
Author KirkH
Method Solo
Victor Draw
Play Date 2010-07-14
Language English
Scenario MaoL004

Germans set up in town with perimeter defenses spread out in a rough semicircle a few hexes outside of town. Soviets entered from north and east and immediately started taking heavy losses but the Soviet tanks were able to disable the German armor and force the German perimeter defenses back. As the Soviets approached the town from the northeast, the German artillery kept firing and disabling Soviet infantry. With all the disrupted and demoralized troops and with so few leaders, the Soviet advance was uncoordinated and slow. In the end the Germans held four town hexes and one was being battled for and the game ended in a draw. This was a fun scenario that could easily go either way. Well worth playing again and again.

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Nut Too Tough to Crack
Author KirkH
Method Solo
Victor Germany
Play Date 2022-11-06
Language English
Scenario MaoL004

Played solo. Germans set up in town and in the fields near the town. All units outside of town set up dug-in. Soviets entered from north and east edges and slowly made progress toward the town, but struggled to make any impact on the German units in the town. German morale was 8 and they had a leader with a -2 morale modifier in the town, which made it almost impossible to do any significant damage to units there. Eventually the Soviet units formed a rough semi-circle around the town and continued their artillery fire and frequent advances to the town to attempt assault, but all attempts were met with accurate artillery and opportunity fire that broke the Soviet units and sent them scurrying for cover. In the end the Germans held all the town hexes while the Soviets took significant losses and lost the game. This game seemed to be determined by the qualities of the leaders. The Germans had very good leaders while the Soviets didn't, and they struggled to recover any unit that had broken.

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One bad apple etc
Author waynebaumber (Soviet Union)
Method Face to Face
Victor Germany
Participants vince hughes (AAR)
Play Date 2009-07-26
Language English
Scenario MaoL004

The worst scenario of the Sol'tsy campaign. As the Soviet player you come on two differing boards from the north and east. In our game the northern attack neevr got going and the eastern attack was stopped in its track. I felt the game was unbalanced though this may be harsh on Vince whose set up was very good. I was unable to use my artillery as all his troops other than AFVs were in limiting terrain and it was a frustrating game for me.

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