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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Holding the Line
Sinister Forces #6
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 20th Motorized Infantry Division
Soviet Union NKVD
Display
Balance:



Overall balance chart for SiFo006
Total
Side 1 0
Draw 0
Side 2 2
Overall Rating, 3 votes
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Sinister Forces
Historicity Historical
Date 1941-09-03
Start Time 09:00
Turn Count 15
Visibility Day
Counters 129
Net Morale 1
Net Initiative 2
Maps 2: 3, 4
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 144
AAR Bounty 159
Total Plays 2
Total AARs 3
Battle Types
Exit the Battle Area
Urban Assault
Conditions
Off-board Artillery
Scenario Requirements & Playability
Eastern Front Maps + Counters
Sinister Forces Base Game
Introduction

The Germans were applying even and steady pressure to break out of the Neva bottleneck and got on with the encirclement of Leningrad. Already plans were laid out to bring up heavy guns and use terror bombings to wipe St. Petersburg (Leningrad) off the map. Nazi justification for the heinous act was the fact that Finland did not want a population center so close to its new border.

Conclusion

The German motorized infantry pushed relentlessly on the surprisingly tough Soviet defense. Since August 30 the two divisions had been locked in mortal combat, neither side gaining advantage. Because summer was wearing on, the iron ring around Leningrad had to tighten soon if it was going to happen at all this campaign season. The two sides would battle until September 7, when the 12th Panzer Division would join the fray and finally overwhelm the border guards.


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
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable

Display Order of Battle

Germany Order of Battle
Heer
  • Mechanized
  • Motorized
Soviet Union Order of Battle
Army (RKKA)
  • Foot
  • Mechanized
NKVD
  • Foot
  • Towed

Display Errata (5)

5 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 63

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

(Shad on 2010 Dec 15)
Overall balance chart for 532

The StuG IIb appearing in the original Panzer Grenadier game had an Anti tank value of 4-7. As of Eastern Front Deluxe (2005), continuing onward through the 3rd and 4th edition games, the anti-tank value has been 4-4.

(plloyd1010 on 2022 Jul 21)
Overall balance chart for 993

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (3)

NKVD Tough Nut to Crack
Author scrane
Method Solo
Victor Soviet Union
Play Date 2011-03-24
Language English
Scenario SiFo006

This is the 6th of the NKVD scenarios I've played and they have acquitted themselves well throughout. In this case they must hold two towns and keep the Germans from exiting 10 steps. As in most of the NKVD scenarios, they have no HMG or mortar support, just some AT guns, light tanks, and some backup RKKA smg's to hold back s tough German infantry force with plentiful OBA and a company of StuG's.

The Germans advanced in two prongs, one to hit the northern town, one to act as blocking force to prevent reinforcements from the southern town from aiding their comrades to the north. A strong Soviet company from the south advanced to meet the blocking force and were wiped out. Things were looking up for the Germans as their assault force came to grips with the northern town, with two platoons of Soviet light tanks wiped out by AT guns.

Then a series of Soviet counter assaults tied up the Germans, who were unable to get a secure foothold in the town. The blocking force turned north to throw their weight in, but some good Soviet AT shots and a timely assault blunted this force as well. With no way to secure a path for their 10 steps (vulnerable arty and infantry in trucks), the Germans gave up after 2.5 hours. Major soviet victory.

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Close so close
Author waynebaumber (Germany)
Method Dual Table Setup + Voice Chat
Victor Soviet Union
Participants campsawyer (AAR)
Play Date 2011-05-20
Language English
Scenario SiFo006

This scenario was played against that well decorated veteran Alan Sawyer via Skype. I chose the scenario and he had the choice of sides. He took the Soviets,a wise move.This is a game of only 15 turns in which the Germans have to exit steps and take a single town hex along the way. However, and here is the crux the German player has to ensure he gets one of his 105 artillery off the board, the Soviet's have 3 X 10 OBDA which will be battering the trucks carrying the artillery plus on board Art and A/T guns to assist. Therefore is is going to take a lot of luck for the German to win this one. The victory conditions for the Soviet player need careful reading but in essence he has to keep a toehold in both town and inflict 10 German step losses. As the German player I went for the draw from the start, in fact I lost 1 105 very early on, which just underlined my comments above. I tried to take all of the southern town and not lose 15 steps. Alan had in fact misread the set up slightly so this gave me a head start but he recovered well and by halfway there was a tough tussle for the "target town" the Soviets losses were heavy but he Germans were also taking losses and each assault ended with the Germans disrupted or demoralized therefore having to recover before continuing the assault. Turn 12 was a major turning point as the Germans although inflicting even more losses on the Soviets also suffered several losses this turn, this meant that the German commander had to try and grab a toehold in the Northern town as it was looking likely that the Soviets would get their 15 steps. A quick flanking move followed by a devastating Artillery strike got the Germans into one hex of the town now all the Germans had to do was clear the Southern town. By the last turn all the hexes of that town were taken apart from one. A demorlaized reduced SMG unit still held out, the assault went in and rolled a M2, a six or more on the morale check would see the town cleared. would see the town cleared and the Germans grab a well earned draw, you could feel the tension across the Atlantic, but a five was rolled and the unit survived and then next impulse rallied so ensuring a Soviet minor victory. This was a blast to play and both of us enjoyed it.The lowish rating is only due to the difficulty the German player will have in trying to win this one.

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Nail biter to the end
Author campsawyer (Soviet Union)
Method Dual Table Setup + Voice Chat
Victor Soviet Union
Participants waynebaumber (AAR)
Play Date 2011-05-20
Language English
Scenario SiFo006

This was a scenario played with Wayne Baumber who is a PG veteran. Wayne wrote up a nice AAR about this so I will refer to his for the details. I will add my impressions on the game. The Germans have a hard fight with the victory conditions as they are written. The Germans will need to get very vulnerable 105mm guns off the board to win. With the Soviet artillery they will have a hard time to get this done. The Soviet just need to pick off enough Germans to satisfy there victory conditions. Wayne made it interesting by scrapping away at the Soviets to get into the town and almost capture the other. Down to the last dice roll. Here is the link to Waynes AAR, good job...

http://www.pg-hq.com/after-action-reports.php?AAR=1974

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