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
Errors? Omissions? Report them!

Broken Axis

Broken Axis boxcover
AP Series Panzer Grenadier
Designers Bennighof,
Perryman,
Stafford,
Rouleau,
Ward
Game Type Standalone
Format Boxed
Release Date 2016-03
Availability In Print
Scenarios 50
Counters 517
Counter Type Die-cut
Maps 4
Immortalize yourself as the first member to complete this game!
Overall Rating, 90 votes
5
4
3
2
1
3.86
Standalone Rank: 5 of 38
Popularity: Ownership & Activity
Status Owned by 15% Played by 7% AAR'd by 5% Medaled by 0%
Rank 50th of 163 39th of 152 55th of 150 TBD
Display
Balance:



Overall balance chart for Broken Axis
Total
Side 1 57
Draw 7
Side 2 24
box back

Between April and August 1944, Soviet and Axis armies fought along the Romanian frontier in a series of epic battles that became case studies for training both Soviet and Western tank commanders for the next half-century.

BROKEN AXIS is presented in a unique format of five multi-scenario "battle games" that integrate history and game play and have their own victory conditions reflecting the overall strategic situation. Players can choose individual scenarios for an evening's fun, or play several of them in the battle games' sequence to explore the action in more depth.

box back map map map map

Display Scenario List (50)

Scenario Plays AARs Rating
01. Approaching Storm Scenario 1: Break In at Biesti 4 2 4
02. Approaching Storm Scenario 2: Observation Post Chiperceni 3 1 4
03. Târgu Frumos: The First Battle Scenario 1: Botoshany Crossroads 5 1 3.5
04. Târgu Frumos: The First Battle Scenario 2: Red Steamroller 2 0 4
05. Târgu Frumos: The First Battle Scenario 3: Mobile Defense 5 0 3.8
06. Târgu Frumos: The First Battle Scenario 4: Grossdeutschland Arrives 2 0 5
07. Târgu Frumos: The First Battle Scenario 5: Furie Romana 2 0 4.5
08. Târgu Frumos: The First Battle Scenario 6: The King's Division 2 0 3.5
09. Târgu Frumos: The First Battle Scenario 7: Into the Hun's Teeth 1 1 4
10. Târgu Frumos: The First Battle Scenario 8: Fist of Iron 1 0 3
11. Târgu Frumos: The First Battle Scenario 9: Standing Tall at Timisesti 1 0 4
12. Târgu Frumos: The Second Battle Scenario 1: Preliminaries 3 0 4.3
13. Târgu Frumos: The Second Battle Scenario 2: Spoiling Attack 2 0 4
14. Târgu Frumos: The Second Battle Scenario 3: Sledge Hammer of the Proletariat 2 1 4
15. Târgu Frumos: The Second Battle Scenario 4: Questionable Effort 4 1 4
16. Târgu Frumos: The Second Battle Scenario 5: Failure on the Flanks 0 0 ---
17. Târgu Frumos: The Second Battle Scenario 6: Primary Objective 0 0 ---
18. Târgu Frumos: The Second Battle Scenario 7: Târgu Frumos 0 0 ---
19. Târgu Frumos: The Second Battle Scenario 8: Combined Arms 0 0 ---
20. Târgu Frumos: The Second Battle Scenario 9: Day of the Gunners 0 0 ---
21. Târgu Frumos: The Second Battle Scenario 10: The Lion's in Town 4 2 4.3
22. Târgu Frumos: The Second Battle Scenario 11: Valley of Fire 3 1 4
23. Târgu Frumos: The Second Battle Scenario 12: Ascend the Heights 0 0 ---
24. Târgu Frumos: The Second Battle Scenario 13: A Fire-Spewing Fortress 2 0 3
25. Târgu Frumos: The Second Battle Scenario 14: Lines Restored 0 0 ---
26. Târgu Frumos: The Second Battle Scenario 15: Redemption 0 0 ---
27. Tashlyk Bridgehead Scenario 1: Opportunity Seized 3 1 4
28. Tashlyk Bridgehead Scenario 2: Which Bridgehead to Take? 3 1 4
29. Tashlyk Bridgehead Scenario 3: Easing the Pressure 3 2 4
30. Tashlyk Bridgehead Scenario 4: Retaking Serpeni 2 0 4
31. Tashlyk Bridgehead Scenario 5: Collateral Damage 1 0 3
32. Tashlyk Bridgehead Scenario 6: Morning Rockets 3 0 3.7
33. Operation Katja Scenario 1: Commencing Operation Sonja 0 0 ---
34. Operation Katja Scenario 2: Operation Sonja: Day Two 1 0 4
35. Operation Katja Scenario 3: Commence Operation Katja 1 1 4
36. Operation Katja Scenario 4: Calculated Risk 0 0 ---
37. Operation Katja Scenario 5: North of Vulturi 1 1 3
38. Operation Katja Scenario 6: South of Iepureni 1 1 5
39. Operation Katja Scenario 7: Moimești 2 0 4
40. Operation Katja Scenario 8: Zahorna 1 1 4
41. Romania Mare Scenario 1: Bloodletting 5 3 4
42. Romania Mare Scenario 2: Beyond the Beautiful Valley 1 1 3
43. Romania Mare Scenario 3: Zmev: Glory or Shame 3 1 3
44. Romania Mare Scenario 4: Trei Parale Forest 1 0 4
45. Romania Mare Scenario 5: Hero of Stalingrad 1 1 3
46. Romania Mare Scenario 6: Timely Intervention 1 0 4
47. Romania Mare Scenario 7: Poiana de Sus 1 0 3
48. Romania Mare Scenario 8: Traian Line 1 0 4
49. Romania Mare Scenario 9: Midnight Special 2 1 3.5
50. Romania Mare Scenario 10: Sabaoani Crossroads 2 1 4

Display Order of Battle

Germany Order of Battle
Heer
  • Motorized
Luftwaffe
  • Towed
Romania Order of Battle
Army
  • Motorized
Soviet Union Order of Battle
Army (RKKA)
  • Motorized
Guards
  • Motorized

Display Relevant AFV Rules

AFV Rules Pertaining to this Game'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
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
  • Self-Propelled Artillery: do not provide the +1 Assault bonus, even if closed-top (SB)
  • Anti-Aircraft Weapon Carrier: apply a -1 modifier to an air attack if within three hexes of the targeted hex (15.14).
  • 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).
  • Unarmored Weapon Carriers: These are unarmored halftracks (Bufla and Sk7/2) or fully-tracked vehicles (Karl siege mortar) with mounted weapons. All are mechanized, except the BM-13 (Katyusha rocket launcher mounted on a truck). They are weapon units, not AFV's, so they are never efficient and cannot be activated by tank leaders. (SB)

Display Errata (14)

14 Errata Items
Errata item for JayTownsend

The German OOB should include a Brummbar unit/counter. Though it isn't in any scenario, the counter was included in the game.

(JayTownsend on 2018 Nov 05)
Scen 12

The BrAx counter sheets do not include either an RKKA or Guards Sergeant. I suggest adding an additional LT in place of the SGT.

(Michael Murphy on 2017 Jan 01)
Scen 35

Set up for the Russians has 7 entrenchments to be placed in 40m hexes, there are only 4 such hills on the map, maybe it should read map 104

(Juiceman on 2023 Mar 06)
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 41

All SS PzIVH tanks should have a movement of 8.

(Shad on 2010 Dec 15)
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 484

Liberation 1944's Tiger movement and armor ratings are backwards. They should be Armor 7 and Movement 5.

(petermc on 2014 Feb 14)
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)
Overall balance chart for 896

These units should have a Direct Fire rating of 2-3, just like the RKKA and NKVD counterparts.

(danradz on 2011 May 04)
Overall balance chart for 881

All Guards JS-IIs should have AT fire values of 8-8.

(Shad on 2010 Dec 15)
Overall balance chart for 912

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display Nations (3)

Nations at War - Scenario Appearance Percentages
Soviet Union
100%
Soviet Union
Germany
68%
Germany
Romania
50%
Romania

Display Battle Types (9)


Display Conditions (11)

Errors? Omissions? Report them!
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