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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Road to Rome
Divisione Corazzata #10
(Defender) Germany
(Defender) Hungary
(Attacker) Italy
vs Soviet Union (Attacker)
Formations Involved
Hungary 25th Infantry Division
Italy 132ª Divisone Corazzata "Ariete"
Soviet Union 18th Tank Corps
Display
Balance:



Overall balance chart for DCor010
Total
Side 1 1
Draw 1
Side 2 0
Overall Rating, 2 votes
5
4
3
2
1
3.5
Scenario Rank: --- of 913
Parent Game Divisione Corazzata
Historicity Historical
Date 1944-08-01
Start Time 07:00
Turn Count 30
Visibility Day
Counters 86
Net Morale 1
Net Initiative 1
Maps 6: 15, 16, 17, 18, 19, 21
Layout Dimensions 86 x 84 cm
34 x 33 in
Play Bounty 190
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Rescue
Scenario Requirements & Playability
Divisione Corazzata Base Game
Desert Rats Counters
Road to Berlin Maps + Counters
Introduction

Would use of German tank designs have prolonged Italy's participation on the Axis side? They might have made Italian armored divisions more effective, but Italy's war machine had far greater and deeper defects than just the quality of its tanks. Still, the presence of powerful tanks in the Italian order of battle, when combined with the elite Bersaglieri, would have kept the divisions formidable well into the late war years - though artillery would have remained a problem area.

Conclusion

The Royal Tiger was an awesome weapon of war, able to knock out any Allied tank long before its enemies could get within range of their own weapons. The Germans built 477 of them - and still lost the war. Had the beast rolled off of Fiat-Ansaldo's production line, it would have given Italian tankers a means to destroy many Allied tanks, but the war's outcome is unlikely to have changed.


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
  • Self-Propelled Artillery: do not provide the +1 Assault bonus, even if closed-top (SB)

Display Order of Battle

Germany Order of Battle
Heer
  • Foot
Hungary Order of Battle
Army
  • Towed
Italy Order of Battle
Milizia Volontaria per la Sicurezza Nazionale
  • Mechanized
Regio Esercito
  • Mechanized
  • Motorized
Soviet Union Order of Battle
Army (RKKA)
  • Foot

Display Errata (1)

1 Errata Item
Overall balance chart for 54

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

(rerathbun on 2012 Jan 30)

Display AARs (1)

Divisione Corazzata, Scenario #10, Road to Rome
Author JayTownsend
Method Solo
Victor Germany, Hungary, Italy
Play Date 2010-01-01
Language English
Scenario DCor010

Posting #1

I decided on this scenario as my game of the week. It peaked my interest for a number of reasons. It has Italian, Hungarian & Soviet nationalities in it. It uses the Gold-Club PG counters from 2007, which I rarely get to use. It is 30 turns long, it has a manageable amount of units. Lastly, it just looked fun to play.

The victory conditions are a mix of controlled hexes/road/town & step losses, a little different for each side but will cause some good clashes. Also there are different levels of victories for both sides to think about, both Minor & Major victory conditions. A Draw is possible as well.

Soviet strengths: • A good amount of armor. • Great off board Artillery.

Soviet weakness: • Only three leaders. • Maybe not enough Infantry to control the required areas. • A 7/6 morale.

Axis strengths: • They have a blocking force to stall until the bigger Italian force arrives. • Italians have a nice 8/7 morale. • The P70/44 unit.

Axis weakness: • The Hungarians have a small force, that could end up serving as a speed bump. • The Italians don’t have as much armor. • The Hungarians 7/5 morale.

Axis Hungarian:

• 4 x INF • 2 x NHP • 1 x 75mm • 1 x Wagon • 2 x Leaders

Axis Italian:

• 9 x BERS • 3 x BERS MG • 8 x P23/41 • 1 x P70/44 • 2 x 81mm • 14 x Truck • 9 x Leaders • 5 x Tank Leaders • Off – Board Artillery 2 x 10

Soviet:

• 9 x SMG • 12 x T-34C • 4 x T-34/85 • 2 x Su-76 • 3 x Leaders • 7 x Tank Leaders • Off – Board Artillery 4 x 12, 2 x 18

Posting #3

North & South, things are picking up now.

You Better Run, You Better Take Cover!!!!!!!

Posting #4

In the South I lost my only Hungarian Infantry Leader in the Area and in the North I lost my only Soviet Infantry Leader in the area. The Italians have enough Leaders in both the North & the South to go around but really the Soviet total offensive could be in trouble. That 3X really hurt. There is still a chance, all depending on how things go in the South but that Terrain is a real killer. The Soviets are taking out some good P23/41 Italian armor but they are losing some of theirs as well and that big P70/44-Tiger II is still looming. I'll have to bunch some T-34/85's and go after it but I just can't maneuver around the terrain well enough.

I think the one type of counter, the Soviets couldn't afford to lose in this scenario was a Leader counter. Dang, there are only three of them to start with. That Soviet Armor better start carrying it's weight.

Posting #5

Into the thick of the Battle. Both South & North are raging to a fever pitch. A lot will be determined in the next three turns. Either way, I doubt it will need to go the full 30 turns.

The Soviets got some of their valuable armor tied up in the South but nothing is for sure in either section yet.

Posting #6

With company coming over tomorrow, I had to bring this battle to a conclusion after playing a little more then half way through I called the Battle as it was a clear Axis Major victory. In the North the Soviets were all but routed, with no Infantry support left that wasn't demoralized and hadn't left the battle area. In the South the Soviets attack has stalled out and the higher Italian Morale is really taking a total on the Soviets. Their Armor numbers in dwindling and they haven't even taken out that monster P70/44. The Terrain was a killer in the South.

The key for the Axis Victory, was using the Hungarians as a forward road block, giving the Italians enough time to get into all the best defensive positions and terrain: Hills/Towns. Once this happened, the Soviets which were weak to begin with in Infantry & INF-Leaders had to use their armor to try to win the battle but the Italian had enough bite that this was not going to happen, especially with a higher morale.

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