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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Winter Wonderland
Siege of Leningrad #9
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 254th Infantry Division
Soviet Union 122nd Tank Brigade
Soviet Union 285th Rifle Division
Display
Balance:



Overall balance chart for SioL009
Total
Side 1 2
Draw 0
Side 2 0
Overall Rating, 2 votes
5
4
3
2
1
4.5
Scenario Rank: --- of 940
Parent Game Siege of Leningrad
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
Exit the Battle Area
Road Control
Rural Assault
Urban Assault
Conditions
Entrenchments
Off-board Artillery
Reinforcements
Severe Weather
Terrain Mods
Scenario Requirements & Playability
Eastern Front Maps + Counters
Road to Berlin Maps + Counters
Siege of Leningrad Base Game
Introduction

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

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.


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 (6)

6 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 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)

Winter Blunderland
Author waynebaumber
Method Solo
Victor Germany
Play Date 2011-07-05
Language English
Scenario SioL009

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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