Panzer Grenadier Battles on December 12th:
Fronte Russo #14 - Bulawin Station Tank Battles #1 - Little Saturn #1: Recon in Force
Little Saturn #4 - Hill 192, Day One
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Neva Rumble
Sinister Forces #7
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 12th Panzer Division
Germany 20th Motorized Infantry Division
Display
Balance:



Overall balance chart for SiFo007
Total
Side 1 0
Draw 1
Side 2 1
Overall Rating, 3 votes
5
4
3
2
1
3
Scenario Rank: --- of 588
Parent Game Sinister Forces
Historicity Historical
Date 1941-09-07
Start Time 08:00
Turn Count 15
Visibility Day
Counters 167
Net Morale 0
Net Initiative 2
Maps 2: 3, 4
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 134
AAR Bounty 149
Total Plays 2
Total AARs 3
Battle Types
Enter & Exit
Urban Assault
Conditions
Off-board Artillery
Scenario Requirements & Playability
Eastern Front maps + counters
Sinister Forces counters
Introduction

As the former Karelian border guards made ready to defend the Neva River up to the mouth of the Mga River, the Germans attacked. Forcing the line and crossing the Neva would cause the Soviets tremendous difficulties in operational depth for their 42nd Army. Already the noose around Leningrad's west side was closing to artillery range, and STAVKA desperately needed the German advance to the east stopped, lest they achieve artillery range on that side as well. Although the former border guards were lacking in heavy weapons of any sort they had one thing in their favor: heart.

Conclusion

After a prolonged effort holding the Neva River defenses, the strain started to show on the men of NKVD Division. For a week they had stood up to the best the Germans could throw at them. But lack of artillery and especially machine guns finally proved too much. After the Germans pushed the Russians aside they captured Siniavino, and the next day struck a heavy blow against Leningrad by taking the fortress of Shlissel'burg. This caused the German high command (OKW) to announce in a communique', "The iron ring around Leningrad has been closed."


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
  • 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).

Display Order of Battle

Germany Order of Battle
Heer
  • Motorized
  • Towed
Soviet Union Order of Battle
Army (RKKA)
  • Mechanized
NKVD
  • Foot
  • Towed

Display Errata (5)

5 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 486

The Pz IVe appearing in the original Panzer Grenadier game had an Anti tank value of 4-7. As of Afrika Korps (2002), continuing onward through the 3rd and 4th edition games, the anti tank value has been 4-4.

(plloyd1010 on 2016 Jul 25)
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 993

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (3)

Neva Rumble : Sinister Forces scenario 7
Author vince hughes (13)
Method Face to Face
Victor Soviet Union
Participants waynebaumber (AAR)
Play Date 2010-05-19
Language English
Scenario SiFo007

‘Neva Rumble’

Sinister Forces Scenario No.7

Ostradnoe 7th September 1941

Scenario completed : 19th May 2010

As the former Karelian border guards made ready to defend the Neva River up to the mouth of the Mga River, the Germans attacked. Forcing the line and crossing the Neva would cause the Soviets tremendous difficulties in operational depth for their 42nd Army. Already the noose around Leningrad's west side was closing to artillery range, and STAVKA desperately needed the German advance to the east stopped, lest they achieve artillery range on that side as well. Although the former border guards were lacking in heavy weapons of any sort they had one thing in their favor: heart.

The German attack was given only a short operational time to be effected. Just three and a half hours to assault the town of Ostradnoe and at the same time, sending more Divisional troops onwards to further objectives. With speed of the essence in that case, at 0800 the German commander sent his infantry forward straight ahead towards Ostradnoe. Taking the initial bombardment with very few casualties, their numerous MG teams came in behind them and instantly begun sending down effective supportive fire over their heads at the town’s defenders. Having weakened the defences on the perimeter of Ostradnoe, the infantrymen assaulted the town’s suburbs. Of course, the fighting was tough, but the Germans were making some headway. Also, Russian local tank support in the form of weak T60’s had in general, been knocked out by the German Pz III’s.

For the defenders part, the Soviet infantry forces consisted mainly of keen NKVD men backed up by some RKKA troops. With no MG support at all, they were well served with long range fire in the form of 6 x 76mm batteries and decent OBA. They had manned Ostradnoe quite deeply and the chances of the Germans capturing the town quickly appeared pretty much very slim. The Russian command had also protected the bridge over the River Neva quite densely with ordnance and men in order to discourage any Axis ideas of advancing across the river. But in the meantime, the Germans had captured their outer objectives of Ostadnoe at the cost of 185 men and 4 Pz III’s. The Russian defence at this point had losses of 315 men plus 16 tanks.

With part of the town in their grip, the Germans now attempted stage two of their objectives. That was to get men away and further forward deep into the enemy lands.(exit board). A mix of infantry and tanks now pushed for the thin corridor between the river and the large wooded area in the distance. Finally sensing what was afoot, the Soviets dispatched whatever forces they had available to try and prevent this breakthrough. A mix of Russian infantry and KV-1’s headed for the bottle-neck. About half of this German force managed to squeeze past, but the rest were held up by the determined Russian defence. Both sides threw whatever they had at the location. Tanks, infantry and artillery bombardments, but the thin Russian line refused to crack against the desperate efforts of the strung out attackers.

At 1100, and with time running out, the Germans switched to a furious assault on the rest of Ostadnoe. They decided that if they could not get the requisite troop movement forward, then they would throw the Soviets out of the town. With engineers, tanks, infantry, MG’s and their best officers, the Axis troops carved through the town’s streets, emptying house after house in a mercilessly short time. Russian casualties totted up at a frightening level as no surrender was accepted from demoralized defenders and the Kommisar order appeared to be enacted to the letter. German losses too, due to the house-to-house nature of the fight, were higher than would normally be expected. But for all this fury, the Russians just held onto the smallest of toe-holds as one platoon and its officer could not be budged out of the town’s environs in time. This bloody battle ended with the smallest of minor Russian victories as the German attempts fell short by mere yards (1 town hex & 1 hex short on exit). : Losses German = 405 men + 16 tanks (34 steps), Soviet = 812 men + 20 tanks (55 steps) :

0 Comments
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Neva Rumble
Author waynebaumber (39)
Method Face to Face
Victor Soviet Union
Participants vince hughes (AAR)
Play Date 2010-05-19
Language English
Scenario SiFo007

In this short but counter heavy scenario a mixed German force have to cross one board and exit and also gain a toehold into a town on the way. All this in 15 turns is a big ask. The Soviet's also have 2 KV1 platoons and 6 76.2 batteries to bolster the defence. My redoubtable German commander started well with an excellent manoeuvre which brough a withering HMG fire on the outskirts of the town. The brave Soviet defence started to crumble, however when the Germans tried to exploit thier sucess they got bogged down in urban fighting. On such a tight timetable this proved to be the turning point and although the Panzers made a dash to get off the board and win the game they fell just short by a couple of turns.

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Test of Karl Laskas' "Rock n Roll" PG variant rules
Author scrane
Method Solo
Victor Draw
Play Date 2013-03-04
Language English
Scenario SiFo007

This scenario looked like a tough slog, so I thought I would try the Laskas variant rules for PG that are meant to speed it up. The rules did play faster, since it is IGO-UGO, and I think they made this scenario a bit more enjoyable, but I don't think I would use the variant very often. Most PG games, with 1-2 battalions per side, are pretty tense and exciting.

In this scenario the RKKA piled into the town, one of the German objectives. The NKVD and the AT guns spread out in the woods and open ground between the town and the exit edge objective of the Germans. Half the German force went for the town, half went on a sweeping move around the town. Russian AT guns shredded the PzIIIs, but the flanking force succeeded in getting off the map. The town assault was partially successful, claiming over half the town, but petering out with heavy casualties.

The Russians and Germans both achieved a minor victory, for a scenario draw. I don't think this scenario is winnable as the Germans. It is very tough and only the variant rules I used kept this one close.

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