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Prussian Towns Must Hold!
C&CV1: War in the East #20
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany Prussian Town Garrisons
Soviet Union 20th Tank Brigade
Soviet Union 54th Guards Rifle Division
Display
Balance:



Overall balance chart for CCV1020
Total
Side 1 1
Draw 0
Side 2 2
Overall Rating, 3 votes
5
4
3
2
1
4
Scenario Rank: --- of 914
Parent Game C&CV1: War in the East
Historicity Alt-History
Date
Start Time 08:30
Turn Count 16
Visibility Day
Counters 64
Net Morale 0
Net Initiative 3
Maps 2: 17, 19
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 145
AAR Bounty 165
Total Plays 3
Total AARs 2
Battle Types
Urban Assault
Conditions
Entrenchments
Off-board Artillery
Scenario Requirements & Playability
C&CV1: War in the East Base Game
Road to Berlin Maps + Counters
Introduction

With the battle to save Prussia all but lost, holding a few key Prussian towns along the roads became of utmost importance, if only to slow the Soviet advance and give German troops more time to form defensive lines to the west.

Conclusion

Here's a quick scenario where German Leader Characters are leading another desperate defense against a Soviet armored onslaught. For the Soviets, time is of the essence to bring town hexes under control before the end of the game, so Soviet Leader Characters with Urban Assault skills will be of primary importance. On the other hand, German Leader Characters can rack up lots of LPs by directing the fire of the powerful 88mm AA gun units against Soviet tanks.


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
  • 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).
  • 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
  • Towed
Luftwaffe
  • Towed
Soviet Union Order of Battle
Army (RKKA)
  • Mechanized
Guards
  • Mechanized
  • Towed

Display Errata (1)

1 Errata Item
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)

Display AARs (2)

Town garrisons are no match for Soviet Guards
Author campsawyer
Method Solo
Victor Soviet Union
Play Date 2011-06-16
Language English
Scenario CCV1020

Another in the C&C Road to Berlin series, that finds our Soviet leaders attacking Prussian towns. At this point Lt Simrov has been promote for his rallying of troops after the defensive failure in the prior scenario. He is now a Captain, while the others struggle to keep positive LP's. But in this scenario Lt. Popav was able to prove himself with directing artillery and finishing off a StuH42 after a T34C reduce it. He unfortunately demoralized when German mortars hit his advanced position, eliminating his chance for a medal.

But let me go to the beginning, the Soviet forces of Guard units and RKKA T-34c's advance on to the board from the north-east. This positions them behind the town so the German 88mm flak gun doesn't get a clear shot at the tanks or the INF's. They have to weather German OBA and mortars, but get on the board with no casualties. German OP fire from the town is weak and the Guard units advance right up to it. Capt. Simrov was able to keep his company together and direct key Soviet bombardments on the town defenders. The T34's advance to take on the StuH42 in the woods north of the town. The second platoon hits the StuH42 and reduces it, the remaining tanks demoralize. With that threat reduced the other T34's head toward the town to support the infantry attack. Soviet OBA hit the hidden AT gun destroying it before it can get off a shot. The Guards infantry move up, but are hit by German OP fire disrupting the leading Major. Capt. Simrov moves forward to take command and pushes the troops right to the edge of town, bravely moving forward until a hidden machine gun opens fire demoralizing him. His units stop and go into suppressive fire disrupting the Germans. Shortly there after he is back in good order leading an assault in the town.

Meanwhile, Lt. Papov moves his company up and takes on the recovering StuH42. He is able to get a INF platoon into assault with the StuH42. It tries to get away but its escape is blocked by the woods. Papov moves his command in with other platoons and they finish of the remaining tanks. He them turns his attack to the south and heads for the gap between the first Prussian town and the second. From this point he can direct Soviet OBA and 76.2mm BF onto the German 88 and other towns. He is successful in directing the fire as well as directing DF on retreating Germans. He continues until he is demoralized by German mortar fire.

In the end the Soviets take the first town and destroy over German 15 steps, enough to give them the win. A very good scenario as the Soviets will face heavy fire getting on the board, but if they are lucky they can rush the first town and break the German defenses. The Soviets need to watch the German armor and AT guns as they have he power to knock out the T34's.

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Russian steamroller advances
Author scrane
Method Solo
Victor Soviet Union
Play Date 2011-01-28
Language English
Scenario CCV1020

This is the third scenario in my replay of the Battle for Berlin campaign. The Germans had a new lieutenant for this one, Krankenhund, a 9-0-1 rural assault/mortar specialist. The Germans had a pair of lower morale companies stiffened with StuG support and a platoon of 88s with which to defend an east-west chain of towns. The Russians had a Guards battalion supported by 4 platoons of RKKA T34s with which to take the towns.

The Russians feinted due west toward the first town with half their force, while the second half flanked the German defenses to attack the rearward towns directly. After the German 88s, deployed far forward, were disrupted by an artillery barrage, the Russian tanks roared in and started knocking the StuGs around. The Germans began to draw back their defenders to cover the exposed flank, and the axis of battle shifted from a narrow east-west orientation to a broader north-south orientation. Lt. Krankenhund and Captain Linberg did their best to put up a fluid defense, but they had little to work with.

The battle wrapped up with Captain Linberg tenaciously holding one town hex while the Russians held the rest. Lt. Gluckwunch was finally imprisoned for cowardice. The Russian leaders each made slight advances in morale or skills. The VP tally was 49 to 7 in favor of the Russians. They are rapidly building a potentially insurmountable lead on the Germans in this campaign.

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