Panzer Grenadier Battles on April 27th:
Arctic Front Deluxe #40 - Children's Crusade Broken Axis #14 - Târgu Frumos: The Second Battle Scenario 3: Sledge Hammer of the Proletariat
Army Group South Ukraine #6 - Consternation Road to Berlin #73 - She-Wolves of the SS
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Black Day of the North
Siege of Leningrad #2
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 1st Infantry Division
Soviet Union 10th Rifle Division
Display
Balance:



Overall balance chart for SioL002
Total
Side 1 2
Draw 0
Side 2 0
Overall Rating, 2 votes
5
4
3
2
1
3.5
Scenario Rank: --- of 913
Parent Game Siege of Leningrad
Historicity Historical
Date 1941-09-16
Start Time 06:15
Turn Count 30
Visibility Day
Counters 140
Net Morale 1
Net Initiative 3
Maps 4: 2, 21, 5, 6
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 186
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Rural Assault
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Terrain Mods
Scenario Requirements & Playability
Eastern Front Maps + Counters
Road to Berlin Maps
Siege of Leningrad Base Game
Introduction

To the west of Uritsk, the Red Army still held the town of Volidarskii despite extremely aggressive German attacks. As the day dawned on September 16th a tired German 1st Infantry Division rose again to try and force their way through the town and reach the Gulf of Finland coast. Once again, the only Soviet unit available to man the barricades was the depleted 10th Rifle Division, and nobody knew how much resistance they could actually provide.

Conclusion

Despite their best efforts, 10th Rifle was forced out of Volidarskii. The weary Germans harassed the retreating Soviets all the way through Streg'na, and the onslaught continued until a corridor to the Gulf of Finland had been secured. This isolated Soviet 8th Army in what would become known as the Oranienbaum Pocket. The Leningrad Pravda headline that night would read "ENEMY AT THE GATES" without exaggeration.


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
  • 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
  • Motorized
Luftwaffe
  • Towed
Soviet Union Order of Battle
Army (RKKA)
  • Motorized

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)

Pyrrhic victory.
Author Grognard Gunny
Method Solo
Victor Germany
Play Date 2024-02-03
Language English
Scenario SioL002

This one was a bit messed up.... Getting the 20 points from the Russians was no sweat. However, the clearing of the entire board North to South AND getting the small towns on board 21 would have been very difficult to obtain. That left clearing the town on board 2 (2 objective scoring!) which was the lesser of the objectives to obtain. That put the Germans into a bloody town fight for most of the game. The Germans won, but only after the Russians made a few mistakes, which cost them. The game was interesting only so far as to allow me to explore new attack methods and maneuvers. The rest was but attacking.... attacking..... assaulting...... assaulting. Not much room for maneuvers there. Given the chosen mode of objective accomplishment.... boards 5 and 21 were pretty much window dressing.

1 Comment
2024-02-03 16:18

A generous rating, my friend.

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