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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Uritsk
Siege of Leningrad #1
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 36th Motorized Infantry Division
Soviet Union 10th Rifle Division
Display
Balance:



Overall balance chart for SioL001
Total
Side 1 5
Draw 0
Side 2 0
Overall Rating, 5 votes
5
4
3
2
1
4
Scenario Rank: 92 of 940
Parent Game Siege of Leningrad
Historicity Historical
Date 1941-09-15
Start Time 07:00
Turn Count 28
Visibility Day
Counters 107
Net Morale 1
Net Initiative 2
Maps 3: 15, 2, 4
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 168
AAR Bounty 159
Total Plays 5
Total AARs 3
Battle Types
Road Control
Urban Assault
Conditions
Off-board Artillery
Reinforcements
Scenario Requirements & Playability
Eastern Front Maps + Counters
Road to Berlin Maps
Siege of Leningrad Base Game
Introduction

As the German juggernaut rolled on, 31st Motorized Corps was ordered to attack north through the town of Uritsk and reach the Gulf of Finland. The Soviets could not afford to let this happen as it would mean the strangling of another route into Leningrad, but the only unit available to oppose the Germans was the badly depleted 10th Rifle Division. The Red Army threw 10th Rifle into the fray, hoping against hope that it could stop the Hitlerites.

Conclusion

10th Rifle slowly gave ground until it reached Uritsk, but surprised everyone by making a determined stand and ultimately refusing to yield the town. Marshal Zukhov took the opportunity to throw all the reserves he could find into the scant 2.5 mile corridor between Uritsk and the Gulf of Finland coast.


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
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
  • 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
  • Towed
Soviet Union Order of Battle
Army (RKKA)
  • Mechanized

Display Errata (7)

7 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 537

Two German PzJr. 1 counters have their full strengths printed on the back, and reduced strengths on the front.

(Shad on 2010 Dec 15)
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 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 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 (3)

A classic eastern front early war scenario
Author waynebaumber
Method Solo
Victor Germany
Play Date 2011-10-04
Language English
Scenario SioL001

This was played solo over two sessions. A German force (mainly infantry with SPG support) has to thrust across 3 boards and take the large town on board 2. VPs are gained for taking town hexes clearing the road and inflicting step losses on the enemy. The Germans have good morale, strong OBA and AFV support including STUGs and A/Cars. The Soviets are dug in have some AFV support including one KV1 platoon. Set up was a rear slope defense or in this a rear wood defense with the intention to fall back to the town while delaying the Nazi defense. I have titled this a classic scenario because of the way it played is how so many of these eastern front scenarios play out, this is not meant as a moan, but as an observation. The scenario can be divided into three phases. Phase 1 The German army sweeps onto the board, pushing through any opposition easily and generally taking some minor losses, all is going well for the Huns, the opposing player grins and takes it and adjusts his lines best he can. Phase 2 The attack tends to falter a little as the defense regroups and the Germans hit the main line of resistance. The Germans regroup and use HMG fire groups and artillery to wear down the defenses. Phase 3 The endgame, both sides are looking at the game board adding up VPs and trying to figure when to launch a final assault or counterattack, in this game the Germans looked like coming up just short however the armoured cars made a flanking march and while the main force kept the Soviet defenders pinned entered the rear of the town and grabbed vital VPs giving the German side victory. The vaunted KV1 fired only once in the game and missed! None of the German AFV's would move any where near it. I enjoyed this one even though it played out as I sort of expected, it was closer than I thought it would be at the end. Mr Perryman does do exceedingly good scenarios

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Siege of Leningrad, scenario #1: Uritsk
Author JayTownsend
Method Solo
Victor Germany
Play Date 2011-12-22
Language English
Scenario SioL001

I read another review on this scenario and it looked interesting so I drove in and gave it a try. The unit types and victory conditions seemed to hit the mark as well and I love scenarios where losing a leader counter hurts and in the special rules, if the Soviet lose a leader it counts towards initiative levels going down, which could be easily missed, as it not a normal rule.

My battle started with the Germans initial forces coming on from the south and instead of the Soviets just waiting back on the northern map 2 in the larger city of Uritsk, they had an ambush force in the forest in the middle and some of the smaller towns and fields, which consist of the Big KV-1 and a smaller T-60 tank platoon, also some AT guns, a few Infantry and Machine gun units. Farther back on board 2 on the larger hill the Soviets also had a couple of batteries of 76.2 mm guns and a 120mm mortar to support the forward units. Then the majority of the Infantry type units and support weapons and two more T-60 tank platoons defended the city of Uritsk as you might suspect.

The Germans came on the map and tried to avoid the forest but the KV-1 and one T-60 tanks platoons came charging out. The Germans lost two steps of StugIIIB and one step of PzJrI before the Soviets later lost the KV-1 and one T-60 platoons pushing their luck too much with the other StugIIIB and a German 50mm AT gun getting some nice cross fire bonus but that KV-1 was a work horse up until that point and the Russian on board and off board artillery started to put a small dent In the German Infantry but finally the German larger off board artillery suppressed the Russian 76.2 mm Guns long enough for the Germans to assault those dug-in units on the hill.

At this point the Germans reinforcement came on the map, just in time to setup and start the second phase of the offense, to eliminate the Soviet units in the smaller towns and to finally assault the larger city of Uritsk ,as now they had halftracks, engineers, armored cars and more Infantry and the Soviets were now reduced to defending but still with a little bite left.

In the final phase, the Germans controlled ¾ of Urtisk before I called the battle at this point, as the Germans also had a Major victory at this point with control of more town/city hexes and more enemy units eliminated with no real hope of the Soviets changing the outcome.

I did find this as an enjoyable scenario however and I think if I would have tried a different strategy with the Soviets, they could have possibly won this. Maybe concentrate all the forces in a forward positions on map 15 and not pull back to map 2 until they are really hurting or the German reinforcement arrive or group them all on map 2 to begin with and just defend there. Well, next time!

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The Germans won, but....
Author Grognard Gunny
Method Solo
Victor Germany
Play Date 2024-01-22
Language English
Scenario SioL001

The Russians put up a defensive line on board 15, with the forest in the middle of the defensive works. The Germans made some early mistakes and it cost them some time at the beginning of the fight. The Germans dissipated their attack and they left their troops too long in the trucks. An attack on either side of the forest (but not both) would have been better. (???) The leaving of the troops in their conveyances got them shot up pretty badly. Around 1000-1030, both sides of the forest broke and a deliberate retreat toward Uritsk began covered by the KV-1 unit. Here is where the Russian Commander made his first error, he left a couple of stacks in the forest and could not get them out in time to help with the defense of Uritsk. After some time reconfiguring the German forces for the assault on the town. The assault began around two hours before the end of the scenario and edged into town enough for the win.

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