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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Voibokalo Station
Siege of Leningrad #7
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 254th Infantry Division
Soviet Union 122nd Tank Brigade
Soviet Union 285th Rifle Division
Display
Balance:



Overall balance chart for SioL007
Total
Side 1 2
Draw 0
Side 2 0
Overall Rating, 2 votes
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Siege of Leningrad
Historicity Historical
Date 1941-11-24
Start Time 08:30
Turn Count 36
Visibility Day
Counters 167
Net Morale 1
Net Initiative 1
Maps 3: 15, 18, 6
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 189
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Road Control
Urban Assault
Conditions
Off-board Artillery
Reinforcements
Severe Weather
Terrain Mods
Scenario Requirements & Playability
Eastern Front Maps + Counters
Red Warriors Counters
Road to Berlin Maps
Siege of Leningrad Base Game
Introduction

Stavka attached the 4th Army's Volkhov Operational Group to General I.L. Fediuninsky's 54th Army, and ordered the General to destroy the German group von Boeckmann that was threatening Volkhov. Group von Boeckmann was particularly dangerous because if it reached the shores of Lake Ladoga, 54th Army would be isolated. Fediuninsky began to plan his offensive, but before he could begin von Boeckmann surprised him by advancing on Voibokalo Station.

Conclusion

Gen. Fedinunsky quickly recovered and dispatched his formation in time to stop the invading hordes just outside Voibokalo Station. This denied the Germans badly-needed warmth and shelter as well as a base at which to regroup for further offensives. By the last week in November, the German advance had halted all along the Volkhov Front.


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
  • 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)

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 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 54

The movement allowance on the counters in Airborne is misprinted. It should be "3."

(rerathbun on 2012 Jan 30)
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 (1)

Germans miss the train but still win!
Author waynebaumber
Method Solo
Victor Germany
Play Date 2010-09-21
Language English
Scenario SioL007

This was a solo game played over three sessions. The Germans advance on a narrow front and attempt to capture town including the Vibolkalo rail station and clear a road. They have to do this in deep snow conditions which does slow movement particually off road. The Wermacht failed to take any of thier objectives but still won the game on steps eliminated VP. This scenario is a bit of a slugfest with artillery being the main weapon. The Germans have 64 points of off board plus 4 x 105mm on board and 6 x 81mm morters. With good use of leaders to combine the on board artillery you get lot of rolls on the high end of the bombardment chart, this was used to keep blasting away at the Soviet ground troops causing step losses nearly evey turn once the artillery was properly deployed. The other error for the Soviets was in allowing their weak armour to get involed in assults the Russians lost 4 platoons of BT7s and 2 platons of T60s these lost VP were crucial to the German win. This is a big long game and it takes a while for the game to get going as the Germans slowly deploy from march order however I enjoyed this scenario and would replay it again.

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