Siege
of Leningrad
Scenario Preview
October 2013
Siege
of Leningrad is Mike Perryman’s
second book of Leningrad scenarios for Panzer
Grenadier. Like its sister book
March
on Lenigrad, Siege offers players
a nice mix of small, fast-moving scenarios
and large-scale battles where one side or
another tries to hold back the enemy hordes.
Scenario One
Uritsk
15 September 1941
As the German juggernaut rolled on, 31st Motorized
Corps was ordered to attack north through
the town of Uritsk and reach the Gulf of Finland.
The Soviets could not afford to let this happen
as it would mean the strangling of another
route into Leningrad, but the only unit available
to oppose the Germans was the badly-depleted
10th Rifle Division. Nonetheless the Red Army
threw 10th Rifle into the fray, hoping against
hope that it could stop the Hitlerites.
Note: This scenario uses a board
from Road to Berlin and boards and
pieces from Eastern Front.
Conclusion
10th Rifle slowly gave ground until it reached
Uritsk, but surprised everyone by making a
determined stand and ultimately refusing to
yield the town. Marshal Zukhov took the opportunity
to throw all the reserves he could find into
the scant 2.5 mile corridor between Uritsk
and the Gulf of Finland coast.
Commentary: In this scenario
the German infantry attacks with decent offboard
artillery support but only minimal armor and
no air support at all. The Soviets are outnumbered
but they’ve got plenty of defensible
terrain plus a KV-1 tank unit, which will
be very useful against the small number of
tanks the Germans field. The deciding factor
will be Soviet vs. German leadership, with
the German leaders needing to work hard to
keep their troops in good order as they cross
three boards under fire to get to Uritsk.
They’ll then need to work even harder
coordinating house-to-house assaults to take
the town.
Scenario Two
Black Day of the North
16 September 1941
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.
Note: This scenario uses a board
from Road to Berlin, and boards and
pieces from Eastern Front.
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 exaggerating.
Commentary:This is a
larger battle on a larger board, with more
towns to fight over and air support for both
sides. But the driving factors are the same
as at Uritsk: Superior morale and leadership
are what the German player must count on to
vanquish a large, dug-in Soviet force to take
the towns and create a corridor to the Gulf
of Finland.
Scenario Three
Saaremaa Island
27 September, 1941
The Germans invaded the Baltic islands in
order to secure the Estonian capital of Riga
and protect the rest of the Baltic coast from
Soviet incursions. This task was given to
the German 61st Infantry Division, which had
had all of 17 days to rest and recuperate
after securing Tallinn. On September 14th
they crossed to Muhu Island and then to Saaremaa,
and by the last week of the month the Soviet
garrison there was bottled up in the fortified
Sorve Peninsula. The defenders held off repeated
German attacks for five days, but on the 27th
the Germans called in heavy air and naval
bombardment support to finally crush the garrison.
Note: This scenario uses a board
from Road to Berlin and pieces from
Eastern Front and Edelweiss.
Conclusion
Air and naval support made the difference,
and the Germans broke through Soviet lines
on the narrow neck at the north end of the
peninsula (1.25 miles wide). By October 5th
the entire island was secured, which opened
up the surrounding seas to Axis shipping.
Commentary:Here’s
a quick and bloody one-board scenario where
the Germans attack through thick forest, town
and swamp terrain in an attempt to root the
Soviet defenders out of their trenches and
get enough units off the south edge to take
control of the peninsula. The key issue for
the Soviet player is how he sets up his units
at the beginning of the game, because he gets
to place an entrenchment marker in each hex
where one or more units setup. Constructing
an effective trench network that will stop
the Germans before they get off the south
edge is the key to Soviet victory, since any
Soviet units that leave the trenches will
be flattened by overwhelming German air and
bombardment support.
Scenario Four
North of Kirishi
23 October 1941
The German drive to capture the bauxite mines
at Tikhvin and link up with the Finnish army
to isolate Leningrad was now running into
more trouble from the weather than from the
Red Army. With winter fast approaching and
the roads a quagmire, 41st Motorized Corps
advanced on Tikhvin with the 11th Infantry
Division covering their left flank. Just north
of Kirishi they ran into the Soviet 311th
Rifle Division, and a battle as fierce as
the weather developed.
Note: This scenario uses a board
from Road to Berlin and boards and
pieces from Eastern Front.
Conclusion
311th Rifle Division held the line against
the German advance and kept 4th Army’s
left flank from buckling, but the right flank
was forced back. At that point, 4th Army had
nobody left but the depleted 310th Rifle Division
to shore up its flanks.
Commentary: Here’s
another quick scenario where the German player
is trying to get units across the board and
off the opposite edge. But this time the Soviet
player has plenty of mobile support plus a
huge advantage in the form of deep mud that
cuts German movement allowances. The Soviet
player scores victory points for all German
units that fail to exit the north edge of
the board. So unlike last scenario, he needs
to attack aggressively to pin down as many
German units as possible in assault combat
and prevent them from exiting and linking
up with the Finns before winter closes in.
Scenario Five
Surprised at Sitomila
27 October 1941
By late October, the fall rains had turned
the roads into quagmires that were all but
impassable, and Stavka decided to give the
Germans more to worry about than just the
weather. Col. D.A. Luk’ianov’s
191st Rifle Division and Maj. Gen. A.F. Popov’s
60th Tank Division were ordered to engage
and destroy the spearhead of 12th Panzer Division.
At the time the attack went in, the Germans’
ability to redeploy troops was severely hampered
by road conditions.
Note: This scenario uses boards and
pieces from Eastern Front and Road
to Berlin, and BM-13 pieces from Red
Warriors. Only use Soviet leaders from
Eastern Front.
Conclusion
Coordination between the two Soviet formations
was nonexistent, allowing the Germans to defeat
one before the other and capture a staggering
66 artillery pieces and 12,500 Soviet prisoners
(or so they claimed). History abounds with
examples like this where the Soviets had adequate
forces to defeat the Germans but failed due
to command and control issues. Acquiring these
skills would come at a steep price in Russian
blood.
Commentary:This is the
first Siege scenario where the Soviets get
some real firepower with which to attack the
German invaders. The problems for the Soviet
player are that his infantry enters the battle
over an hour ahead of his tanks, his artillery
support doesn’t really get going until
the tanks enter the game, and once the tanks
do enter the board the mud works against them.
So the outnumbered Germans stand a good chance
of holding the northern river line until a
third or more of the way through the game,
which will make the Soviet task of clearing
roads, taking towns and getting 20% of their
units off the south edge a tough one.
Scenario Six
Holding the Line
9 November 1941
Stavka’s simple plan of relentlessly
hounding the enemy until they were driven
from the Motherland was getting increasing
assistance from Mother Nature by the day.
One of the Red Army’s first serious
attempts at harassment was to chip away at
the strung out German positions east of Leningrad
where continued fighting and lack of winter
clothing were taking a mounting toll on the
enemy. With great confidence of success, Stavka
ordered the encirclement of the German 96th
Infantry Division in the Shlissel’burg
Corridor. To form the pocket, the Neva Operational
Group was to move in from the east while the
8th Army came in from the west. Once the pocket
was closed, no mercy was to be shown to the
Hitlerites.
Note: This scenario uses a board
from Road to Berlin, a board and pieces
from Eastern Front and a BM-13 piece
from Red Warriors.
Conclusion
Neva Operational Group’s first shock
wave went in confident that the enemy would
not be able to handle them on this bitterly
cold day (-20 degrees). Thus, they could not
believe it when at the end of the day their
attacks had produced massive casualties but
no results. They kept pressing the attack
for days but were never able to close the
pocket.
Commentary: This is a
quick and straightforward scenario where the
Soviets attack with overwhelming numbers and
strong artillery support. But the Germans
have higher morale and are entrenched behind
minefields, so it will be a tough fight.
Scenario Seven
Voibokalo Station
24 November 1941
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.
Note: This scenario uses boards from
Road to Berlin, a board and pieces
from Eastern Front, and BM-13 pieces
from Red Warriors.
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.
Commentary: In this, the
first of three scenarios that follow General
Fediuninsky’s 54th Army, the Germans
try to stop the Soviet winter offensive before
it can start. The Germans have a good-sized
force with decent armor and artillery and
very good anti-tank gun support, but they’ll
need to eject the Soviets from the towns early.
The reason is that the Soviets get reinforcements
a quarter of the way into the game from 122nd
Tank Brigade, whose KV-1 and KV-2 tanks will
slice through the German StugIIIBs if the
latter are forced to engage them out in the
open. The Soviet BM-13 rocket artillery will
also do a number on advancing German infantry
if they get to the towns before the infantry
does. Scenario Eight
Shock Group
26 November, 1941
With their advance having ground to a halt
just short of Volkhov and Voibokalo Station,
the Germans (who still had not been issued
proper winter clothing) dug in and soon began
losing men to the cold. General Fediuninsky
had to strike back before the Germans could
remedy this situation, and two days after
stopping the German drive he launched 54th
Army’s offensive.
Note: This scenario uses boards
and pieces from Eastern Front, and
BM-13 pieces from Red Warriors.
Conclusion
The Soviet attack pushed German lines back
several kilometers on the first day. This
was a particularly notable feat for 310th
Infantry Division, which had been badly depleted
earlier in the war.
Commentary:Here
the full might of a well-coordinated Red Army
attack hits German lines, and since the Soviets
have even morale with the Germans they’ll
have a better shot at taking trenches and
towns and clearing the roads to get units
off the south edge. The Germans will need
to rely on their trench network and in particular
their powerful 75mm and 88mm AT guns to stop
the Soviet advance.
Scenario Nine
Winter Wonderland
3 December 1941
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.
Note: This scenario uses
boards and pieces from Eastern Front and
Road to Berlin. Only use Soviet leaders
from Eastern Front.
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.
Commentary:With
German forces battered and their morale flagging
in the cold, the Red Army hits them with an
even more powerful attack than in the last scenario.
So the German player will have to be very
careful about where he places his trenches
and how he allocates his leaders among his
troops to prevent the Soviets from taking
towns and getting 20% of their units off the
south edge by the end of play.
Scenario Ten
Krasnaia Gorka
19 February 1942
The next major phase of the Soviet winter
offensive in the north called for the 2nd
Shock Army to breach enemy lines and thus
open the Volkhov Front for further operations.
Given the weather and ground conditions it
was decided that cavalry supported by ski
troops would be better able to exploit the
breach than tanks. The plan called for infantry
to create the breach and let mobile troops
pour through it and move rapidly northward
towards Liuban. The ultimate (and rather ambitious)
goal was the destruction of the two German
groups based at Liuban and Chudovo. 2nd Shock
Army opened the gap, but the plan was put
to the test when the Germans decided to make
a stand at Krasnaia Gorka.
Note: This scenario uses boards
and pieces from Eastern Front and
Road to Berlin. Only use Soviet RKKA leaders
from Road to Berlin.
Conclusion
The Soviets skillfully drove the Germans from
Krasnaia Gorka and then split their forces,
with the riflemen closing in on Liuban (just
6 miles away) and the mobile troops attempting
to cut the Leningrad-Liuban railroad line.
But things went sour quickly, and within two
weeks the Germans would reoccupy Krasnaia
Gorka while encircling the majority of the
attacking Soviets at the small village of
Riabovo. The Red Army paid a high price for
this offensive, with the Germans taking (and
probably enslaving) 6,000 prisoners before
the remaining survivors escaped to Soviet
lines.
Commentary: The
last scenario is the largest in the book.
The Germans get multiple waves of reinforcements
in an effort to stop the cavalry and ski troops
of 2nd Shock Army from exiting the north edge
while hordes of Soviet infantry follow close
behind storm the German trenches and wrest
control of the towns. The Soviets have to
cross three boards with plenty of defensible
terrain plus German trenches, and the Germans
get big VP bonuses at the end for preventing
the Soviets from clearing the north-south
road or exiting 25% of their units off the
north edge. Once again, the German player
needs to deploy his leaders skillfully so
the ones with the best morale bonuses can
keep troops in good order under fire while
others provide combat support to pin down
as many Soviet units as possible in costly
trench assaults to keep them from exiting
the north edge.
Order Siege
of Leningrad now as a download or in its printed edition. |