Panzer Grenadier Battles on May 2nd:
Army Group South Ukraine #5 - Not as Planned Broken Axis #20 - Târgu Frumos: The Second Battle Scenario 9: Day of the Gunners
Army Group South Ukraine #7 - A Worthless Diversion Broken Axis #21 - Târgu Frumos: The Second Battle Scenario 10: The Lion's in Town
Army Group South Ukraine #8 - Panzer Lion I: The Main Thrust Broken Axis #22 - Târgu Frumos: The Second Battle Scenario 11: Valley of Fire
Army Group South Ukraine #9 - Panzer Lion II: Targu Frumos Grossdeutschland 1944 #18 - Mount Hushenei
Army Group South Ukraine #10 - Panzer Lion III: A Promising Start Grossdeutschland 1944 #19 - Tank Battle at Ruginoasa
Broken Axis #15 - Târgu Frumos: The Second Battle Scenario 4: Questionable Effort Panzer Lion #1 - Those Brave Boys
Broken Axis #16 - Târgu Frumos: The Second Battle Scenario 5: Failure on the Flanks Panzer Lion #2 - Corntesi Town
Broken Axis #17 - Târgu Frumos: The Second Battle Scenario 6: Primary Objective Panzer Lion #3 - Facuti Town
Broken Axis #18 - Târgu Frumos: The Second Battle Scenario 7: Târgu Frumos Panzer Lion #4 - Polieni Town
Broken Axis #19 - Târgu Frumos: The Second Battle Scenario 8: Combined Arms Panzer Lion #5 - Clearing the Valley
Errors? Omissions? Report them!
Race to the Oder
C&CV1: War in the East #22
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany Oder Bridge Garrison
Soviet Union 20th Tank Brigade
Soviet Union 54th Guards Rifle Division
Display
Balance:



Overall balance chart for CCV1022
Total
Side 1 2
Draw 0
Side 2 0
Overall Rating, 2 votes
5
4
3
2
1
3.5
Scenario Rank: --- of 914
Parent Game C&CV1: War in the East
Historicity Alt-History
Date
Start Time 08:00
Turn Count 24
Visibility Day
Counters 128
Net Morale 0
Net Initiative 1
Maps 3:
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 171
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
River Crossing
Road Control
Conditions
Entrenchments
Off-board Artillery
Reinforcements
Scenario Requirements & Playability
C&CV1: War in the East Base Game
Road to Berlin Maps + Counters
Introduction

A single damaged bridge still straddles the Oder in this sector. The Soviets are pushing hard to capture it intact while the Germans are fighting just as hard to capture it intact while the Germans are fighting just as hard to keep it open so troops and refugees can make it to the west bank. As air battles rag over the river, 54th Guards Rifle Division commandeers whatever trucks it can find and joins 20th Tank Brigade in trying to run-down escaping Germans and capture the bridge.

Conclusion

A large running battle where the German Leader Characters will organize a fighting withdrawal while other leaders try to rally strung out disrupted and demoralized units along the road so they can get across the bridge. The decision of whether and when blow the bridge will also be crucial for the Germans. For the Soviets it's all about getting to the bridge and cutting the German retreat.


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).
  • 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.

Display Order of Battle

Germany Order of Battle
Heer
Schutzstaffel
  • Mechanized
Soviet Union Order of Battle
Army (RKKA)
  • Motorized
Guards
  • Mechanized
  • Motorized

Display Errata (6)

6 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 41

All SS PzIVH tanks should have a movement of 8.

(Shad on 2010 Dec 15)
Overall balance chart for 424

The reduced direct fire value of the SS HMG is 5-5 in Beyond Normandy and Road to Berlin.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 408

The Units in Beyond Normandy were misprinted with a movement factor of 5. The movement factor should be 8.

(rerathbun on 2012 Mar 21)
Overall balance chart for 408

Liberation 1944's counters are mislabeled 'PzIVF2.' The counter's ratings are correct (Armor 5, Move 8, DF 11-6, AT 6-8).

(rerathbun on 2014 Feb 14)
Overall balance chart for 884

All Guards T-34/85 tanks should have AT fire values of 7-7.

(Shad on 2010 Dec 15)

Display AARs (1)

This is No Retreat! It's "Elastic Defence!"
Author von wildensee
Method Solo
Victor Germany
Play Date 2012-01-08
Language English
Scenario CCV1022

Played this scenario solo over the course of a week, as I am incorporating some Campaigns and Commanders scenarios to beef up the career of two young Leutnants that have the unfortunate honour of receiving their Commissions into the Kurmark Panzer Grenadier Division in Jan '45!

An interesting start, the Germans are strung out along a highway, with the Victory Conditions requiring the Germans get over the Oder River via a single bridge and the help of an Engineer unit.

The Soviets roll onto the map from the East and are tasked with trying to cut off the retreat and trap as many fascists as possible before escaping over the river.

Easier said than done!

The German setup had the SS units acting as a rearguard on the highway while the Heer units were set up to the West, with the slower units up front in order to get them over the bridge on time. The Tiger and Panther were left behind with the SS to try and slow the Guards' T34's and JSU's long enough to get the bulk of the units over the river on time and in good order.

The Soviets concentrated the bulk of their armour and mobile troops (along with the two Engineer units) to the South, as this provided the clearest avenue of approach, with some forces to the North of the highway tasked to tie down German troops while their comrades force a Southern crossing of the Oder. A mistake!

Long story short, the German troops could retreat along the highway much faster than the Soviets could cover the clear terrain on the Southern portion of the maps. German artillery in the form of a Wespe and some heavy mortar units that set up in the forests West of the Oder made life miserable for the approaching Guards.

I would suggest perhaps not using the Southern map approach, and instead as the Sov player concentrating all forces in the North to make a run for the bridge and try to capture it intact.

A major victory for the Germans.

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