Winter Wonderland Siege of Leningrad #9 |
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(Defender) Germany | vs | Soviet Union (Attacker) |
Formations Involved | ||
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Germany | 254th Infantry Division | |
Soviet Union | 122nd Tank Brigade | |
Soviet Union | 285th Rifle Division |
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Overall Rating, 2 votes |
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4.5
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Scenario Rank: --- of 940 |
Parent Game | Siege of Leningrad |
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Historicity | Historical |
Date | 1941-12-03 |
Start Time | 09:00 |
Turn Count | 26 |
Visibility | Day |
Counters | 169 |
Net Morale | 1 |
Net Initiative | 1 |
Maps | 2: 15, 6 |
Layout Dimensions | 56 x 43 cm 22 x 17 in |
Play Bounty | 181 |
AAR Bounty | 171 |
Total Plays | 2 |
Total AARs | 1 |
Battle Types |
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Exit the Battle Area |
Road Control |
Rural Assault |
Urban Assault |
Conditions |
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Entrenchments |
Off-board Artillery |
Reinforcements |
Severe Weather |
Terrain Mods |
Scenario Requirements & Playability | |
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Eastern Front | Maps + Counters |
Road to Berlin | Maps + Counters |
Siege of Leningrad | Base Game |
Introduction |
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As the Germans reformed their lines and dug in after being forced back by 54th Army's initial assault, the Soviets planned the next stage of their offensive. General Fediuninsky had been ordered to form a new shock group by December 1st, but this took longer than expected and the new offensive didn't start until the morning of the 3rd. By this time the entrenched Germans had had plenty of time to freeze in the deepening cold. |
Conclusion |
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The left flank of the German 254th Infantry Division was brutally pushed back, and several companies were surrounded and utterly destroyed. The Germans were driven southward, and on the 15th the Soviets brought in two fresh rifle divisions from Leningrad and promptly threw them into the fray. By December 17th the Germans had been driven all the way back to Olomny. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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6 Errata Items | |
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The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France. (plloyd1010
on 2015 Jul 31)
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The morale and combat modifiers of German Sergeant #1614 should be "0", not "8". (Shad
on 2010 Dec 15)
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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)
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The movement allowance on the counters in Airborne is misprinted. It should be "3." (rerathbun
on 2012 Jan 30)
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The reduced direct fire value in Kursk: Burning Tigers is 4-4. (plloyd1010
on 2015 Jul 31)
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Kommissars never get morale or combat modifiers. Ignore misprints. (Shad
on 2010 Dec 15)
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Winter Blunderland | ||||||||||||
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Large Soviet forces have to push down 2 map boards along a single road and exit 30 steps against entrenched German INF with support from 88's and other ATG's. There is deep snow in effect which reduces off road movement. The Soviet's have plenty of forces to do the job they lack time and the single road with woods both sides on board 6 hinders movement. The first few turns saw a wave of Soviet forces enter and take the first German entrenchment easily but after that it turned into very slow advance as the Germans carried out a well ordered fighting withdrawal. The Germans had set up in three lines of defense, one line out on board 6 to delay an disrupt the initial Red Army advance, one line around the central town and the road as it swings to the east and a final backstop line at south end of board 15. This all worked well and by turn 20 the Soviets had just managed to reach the second line of defense this had now been weakened as German units pulled back to avoid casualties and to reinforce the final line. It was obvious that the Ruskies were not going to get enough if any troops off and the Germans now could trade space for time and gain a major victory. The VC give the German player 30 VPs if the Soviets do not exit 30 steps or more other VP are for town,entrenchments and road hexes held at the end of play plus the normal step VPs. This make it simple of the Soviet player in many ways clear the road exit your steps this in turn makes setting up the defense a little easier for the German player. This is an excellent scenario, is big with units but played only on two boards makes it small on space. I played this one solo and although it was an easy German win I think ii could go any way depending on German set up and luck. I want to play this one again at some stage and I would even take the Soviet side by choice. All in all well recommended. |
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