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
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Seelow Heights
C&CV1: War in the East #24
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 20th Motorized Infantry Division
Soviet Union 54th Guards Rifle Division
Display
Balance:



Overall balance chart for CCV1024
Total
Side 1 1
Draw 0
Side 2 2
Overall Rating, 3 votes
5
4
3
2
1
3.33
Scenario Rank: --- of 913
Parent Game C&CV1: War in the East
Historicity Alt-History
Date
Start Time 12:00
Turn Count 20
Visibility Day
Counters 77
Net Morale 0
Net Initiative 0
Maps 2: 14, 21
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 148
AAR Bounty 165
Total Plays 3
Total AARs 2
Battle Types
Road Control
Urban Assault
Conditions
Entrenchments
Off-board Artillery
Scenario Requirements & Playability
C&CV1: War in the East Base Game
Road to Berlin Maps + Counters
Introduction

The last landmark before Berlin, the Seelow Heights was also the last stand for many German troops fighting for a lost cause.

Conclusion

A chance for one side or the other to score big just before the last scenario in the campaign. Nobody will be earning any of the higher medals here since killing enemy steps and taking specific objectives are not relevant (the objective is Berlin), but Leader Characters on both sides can earn plenty of LPs in the fighting.


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
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)

Display Order of Battle

Germany Order of Battle
Heer
  • Mechanized
Soviet Union Order of Battle
Guards

Display Errata (3)

3 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 54

The movement allowance on the counters in Airborne is misprinted. It should be "3."

(rerathbun on 2012 Jan 30)
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 (2)

Soviet Artillery and Armor win the day
Author tlangston28 (Soviet Union)
Method VASSAL
Victor Soviet Union
Participants plloyd1010
Play Date 2020-09-09
Language English
Scenario CCV1024

This was a game played against Peter Lloyd in what is the first Braacket challenge. After graduating the VASSAL academy, the challenge was laid and accepted and I ended up with the Soviets attacking Seelow Heights.

The Germans had setup mostly on the Heights with infantry and mortars dug-in or entrenched in the woods next to the road. dug-in AT Guns at the top of the hill and dug in infantry and armor consisting of a Hetzer and StuH42 sat on the ledge facing the Soviet onslaught. A forward contingent was deployed in the town on the road and a mortar company was placed on the northern hill between the heights and the town. Since victory entailed clearing the east-west road and adjacent town hexes on that road, the Soviets, having numerical advantage in both infantry and armor, opted to implement a frontal attack with the armored units entering on the northern flank.

Early on, with leaders perched on the heights spotting, German artillery and mortar fire began to disrupt part of the command structure by disrupting and demoralizing leaders which stalled the advance toward town. the armored units and mortars were able to proceed unhindered around the north flank and climb the hill where the German mortar company was firing. Despite the disruption, some Soviet units were able to make the outskirts of town and engage the forward units in assault. The remaining troops began to bypass the town in order to get within spotting range for the heavy Soviet artillery. As the Soviet T34/85s crested the hill, they were able to use the forest as cover and through some excellent shooting (die rolls), were able to dispatch the Hetzer and StuH42. By this time, some Soviet infantry and leaders were able to get to the northern hill and spot some of the AT Guns on the heights and the effective Soviet artillery took over from there, knocking out the remaining AT threats except for a lone gun in the woods on the heights south of the road.

Despite the clearing of the German armor and AT Guns, the Soviet infantry still had a rough time approaching the Heights as spotters continued to drop artillery and mortar causing disruptions and halts as recoveries were needed. However, the numbers were beginning to play against the Germans and the Soviet artillery was dishing out just as much, if not more damage. The assault in the eastern town on the road was finally cleared and when the armor was able to roam free towards the Heights, they soon assisted in the assault on the entrenchments and the remaining German hold-outs retreated into the southern woods off the road. With 4 turns left and the Soviets in control of the road and town, the Germans conceded.

The game lasted for 16 turns and could have been fought for the 4 remaining turns but the Germans had no hope of clearing the tanks and infantry from the road that had essentially blocked any attempt for a last minute scramble. It was a very interesting scenario to play but the Soviets do have the advantage in artillery (60BF - 16BF) and armor (3x T34/85s, 2x SU-122, 1x SU-152 vs. 1x Hetzer and 1 StuH42) and even with a good setup (which Peter had) the Germans are hard-pressed. I guess I will find out as we will flip sides for the return match in our Braacket play, of which I am looking forward.

Overall, a fun scenario to play and rated a 4.

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The first ladder challenge, a tie on the bottom rung.
Author plloyd1010 (Soviet Union)
Method VASSAL
Victor Soviet Union
Participants tlangston28
Play Date 2020-10-29
Language English
Scenario CCV1024

At least we got on the ladder and off the ground. We chose Seelow Heights with the Random Scenario function, accepting the first result in both our libraries. Agreed optional rules were Ruins, Consolidation, and Fog of War. Otherwise it was 4th Edition RaW.

Victory conditions in Seelow Heights are not nuanced, no victory levels, just win or lose. The German 20th Panzer Grenadier Division (whats left of it) is facing off against the 54th Guards Rifle Division. The Russians have a heavy armor and artillery support. I had the Germans for the first round.

I tried a 2 layer defense. The basic plan was having an infantry block in the town, then defend the heights with the Russians under a time crunch (assuming that the town held out long enough). The plan worked well enough. The Russians drive their armor over the northern hill and moved against the north heights. I was driven back to the woods under heavy artillery barrages. Eventual the town was cleared, but by then my heights defense was being cleared. The game ended with the Germans confined to the woods and effective option to jump out and denigh road control.

In the 2nd round, as the Russian attack, I faced an upfront defense of the town. The Germans giving support fire from the heights. Initial Russian casualties were quite high. The town was surrounded and the Russians closed in. The Russian tanks went hunting for German armor. German anti-tank guns were silenced with artillery ever time they took a shot. Eventual the town was cleared, but there was also Russian infantry threatening the heights. The phase of clearing the heights turned into a rabbit chase of a last German grenadier company. The 2nd round went right to wire, but again, the Germans were flatted by the Russian steamroller.

The challenge result is a draw. I think the upfront defense worked better than my layered defense. Either way, the germans have a near impossible task in this scenario.

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