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: Red Heat
March on Leningrad #5
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 3rd SS "Death's Head" Division
Germany 8th Panzer Division
Germany Kampfgruppe Scheller
Soviet Union 21st Tank Division
Soviet Union 45th Guards Rifle Division
Display
Balance:



Overall balance chart for MaoL005
Total
Side 1 1
Draw 0
Side 2 2
Overall Rating, 4 votes
5
4
3
2
1
4.25
Scenario Rank: --- of 940
Parent Game March on Leningrad
Historicity Historical
Date 1941-07-16
Start Time 09:00
Turn Count 40
Visibility Day
Counters 306
Net Morale 0
Net Initiative 2
Maps 5: 15, 2, 3, 6, 8
Layout Dimensions 140 x 43 cm
55 x 17 in
Play Bounty 236
AAR Bounty 165
Total Plays 3
Total AARs 2
Battle Types
Exit the Battle Area
Inflict Enemy Casualties
Rural Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Eastern Front Maps + Counters
March on Leningrad Base Game
Road to Berlin Maps + Counters
Sinister Forces Counters
Introduction

Eighth Panzer Division spent three days fighting for its life in sweltering 90-degree heat. By the 16th the Germans were encircled near Sol'tsy and the Soviets were determined to destroy them before help could arrive. With German reserve units battling through heavy resistance to reach the isolated division, the Red Army moved in for the kill.

Conclusion

Eighth Panzer Division was decimated. SS Death's Head Division finally broke the encirclement to rescue them, but it took almost a month to reorganize and re-group 8th Panzer. This experience so unnerved German Army Group North that they spent the next three weeks cleaning up their flanks. This would prove fatal to their lunge for Leningrad, as the rainy season waits for no man. A good part of the credit for the Soviet success at Sol'tsy lay with the experienced 70th Rifle Division, which had earned the Order of Lenin for cracking the vaunted Mannerheim Line during the Winter War in Finland. Their performance at Sol'tsy put them on the road to further glory, and before long they earned the new and coveted title of 45th Guards Rifle Division.


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
Schutzstaffel
  • Mechanized
  • Motorized
Soviet Union Order of Battle
Army (RKKA)

Display Errata (9)

9 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 495

One unit from Eastern Front has a direct firepower of 3-5 on its reduced side instead of the normal 4-5

(garbare83686 on 2023 Nov 26)
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 439

All SS 75mm IG guns are direct fire weapons (black), not indirect (white).

(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 : Red Heat - March On Leningrad Scenario 5
Author vince hughes (Germany)
Method Face to Face
Victor Germany
Participants waynebaumber (AAR)
Play Date 2009-10-20
Language English
Scenario MaoL005

Well, we've played all 4 Sol'tsy games from MoL : All German wins and for those supporters of the hammer & sickle cause, I'm afraid they were quite substantial.

Here's the Final battle

‘Sol’tsy : Red Heat ’

March On Leningrad: Scenario No.5

Sol’tsy : 16th July 1941

Scenario played October 2009

Eighth Panzer Division spent three days fighting for it’s life in sweltering 90-degree heat. By the 16th July the Germans were encircled near Sol’tsy and the Soviets were determined to destroy them before help could arrive. With the German reserve units battling through heavy resistance to reach the isolated division, the Red Army moved in for the kill.

The requirement for the Germans was simple. Get out, quick and with as many forces intact as possible. To the east of the town was positioned Kampfgruppe Scheller. This thin crust of a force held one side of the river. Facing them, and determined to cross were large elements of the Soviet 70th Rifle Division and 21st Tank Division.. All the Kampfgruppe could hope for was to hold them at bay for as long as possible whilst the bulk of their comrades tried to break out westwards. And yet, to the west were the bulk of the enemy 70th Rifle Division. These would have to be broken through.

The German commander positioned all his available artillery in Sol’tsy. From there, the 105’s would bring down bombardments on the enemy and AT guns would try to impede any link ups of Soviet armour. Meanwhile, the German tanks and motor-cycle units would advance west and try to force a breaking point for the infantry following up in trucks etc.

In the opening hour from 0900, Soviet aircraft managed to destroy 25% of the 105’s in the town and German HMG units took high casualties by the river. In retaliation, the Germans put in bombardments against Soviet 76mm batteries and AT gun platoons. Some of the advance cavalry troopers in the Russian forces also took casualties when trying to cross the river from the east. But in the first 90 minutes, German casualties were higher than expected. Infantrymen were also falling to the massed Soviet OBA. The German tanks did score a success when they managed to trap a group of BT-5s and knock out 8 of them within 15 minutes.

As 1000 hours passed, both sides were inflicting heavy losses upon each other. The Germans as they tried to head west were mercilessly subjected to OBA and small arms fire, absorbing losses as they went. Meanwhile, the German armour continued it’s attempts to clear that path westward, forcing Soviet infantry into a confined area of the battlefield and scattering enemy armour that was too fearful of battling massed panzers.

By 1100 hours, the Germans appeared to be just edging an advantage. Gaps and possible avenues of escape were beginning to appear. Their motor-cycle units were or had broken through to safety, whilst the infantry advanced and battled slowly forward. Around this time, the eastern wing of the Soviet forces appeared to be speeding up their advance as most opposition on the river bank evaporated in their trail. This now meant that it was a race against time for both sides. For the next 45 minutes, the Soviets appeared to be inflicting a lot of casualties on the German forces as they tried to escape Sol’tsy and move into the open, or as the fled their advancing eastern wing. These casualties were mainly inflicted by the mass of artillery the Soviets had concentrated in the area, though their infantry were slowly inflicting losses as well. But by Midday, the Germans had regrouped some and in their turn, used their mass of tanks to grind down the western wing of the Soviet forces. This grinding down began to produce some gaps that the German infantry could attempt to filter through. From this point on, the battle had become a slogging match as both sides inflicted what pain they could on the other. German Panzers mercilessly gunning down soft targets and Soviet artillery pounding whatever victims showed themselves in the open.

For two hours the slaughter continued, but by 1400 hrs, plenty of Germans had begun to push through the perimeter towards safety. As well as that, the panzers had knocked out most remaining Soviet armour on the west wing and were in a position to withdraw as and when they pleased. However, further east, in Sol’tsy itself, the Russian reinforcements had entered the town and were now hunting down the German batteries there. This included having to fight it out house to house with some German infantrymen left behind to give the batteries some protection. The first Soviet armour that entered the town were hit by well hidden AT guns. After this initial surprise, the Soviet infantrymen armed with SMG’s engaged their enemy and began to gain the upper-hand. The poor German souls left behind in Sol’tsy would have to fight like rabid animals from herein and could not expect any mercy from the ‘liberators’.

But eventually, though Sol’tsy was captured back by the Soviets, the mass of the German Division had broken through toward their own lines and had successfully evaded elimination. For that reason alone, the Soviets would count this as a loss.

Casualties were pretty ugly. The Germans would count 611 dead but just 4 tanks lost. The Soviet losses tallied 900 soldiers killed and 36 tanks.

The four battles/scenarios around Sol’tsy town produced the following step-losses for each side.

SOVIET INF 91 steps, OFF 16, AFV 42 steps, GUN 23 steps

GERMAN INF 41 steps, OFF 9, AFV 13 steps, GUN 8 steps

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Sol'tsy finale
Author waynebaumber (Soviet Union)
Method Face to Face
Victor Germany
Participants vince hughes (AAR)
Play Date 2009-10-20
Language English
Scenario MaoL005

After 5 months at least 8 playing sessions we finished the Sol'tsy campaign and even though I lost everybattle three out of the four scenarios were great fun. In this one surounded German forces have to break through Soviet encircling forces. I set up far too forward and Vince managed to break through reasonably easily. However a strong defensive line set up as far as possible from the German troops should mean that the Soviet reinforcements can arrive and trap the German forces. I would love to play this one again if I could persuade my FtF buddy.

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