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!
Tigers at Zamoly
Road to Berlin #12
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 23rd Panzer Division
Germany 503rd "Feldherrnhalle" Heavy Panzer Battalion
Soviet Union 41st Tank Brigade
Soviet Union 63rd Cavalry Division
Soviet Union 63rd Tank Brigade
Display
Balance:



Overall balance chart for RtBr012
Total
Side 1 2
Draw 0
Side 2 0
Overall Rating, 2 votes
5
4
3
2
1
3.5
Scenario Rank: --- of 913
Parent Game Road to Berlin
Historicity Historical
Date 1945-01-11
Start Time 08:00
Turn Count 30
Visibility Day
Counters 122
Net Morale 1
Net Initiative 0
Maps 4: 15, 17, 18, 21
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 127
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Road Control
Urban Assault
Conditions
Off-board Artillery
Scenario Requirements & Playability
Road to Berlin Base Game
Introduction

Seeing their attempt to relieve Budapest falter, the Germans converted Operation Konrad into a two-pronged pincer attack to cut off the Soviet 68th Rifle Corps. The southern arm jumped off several days after the northern wind, which was aimed primarily at reaching the besieged Hungarian capital. But just as the first attempt had failed, so did things began to come apart on the other wing when the Soviets fought fiercely to hold Zamoly.

Conclusion

After a tough fight in which the Germans claimed to have knocked out 21 tanks and destroyed 28 anti-tank guns, Zamoly fell to the panzer grenadiers. But they were now badly behind schedule and the Soviets had rushed in sufficient reserves to prevent the two pincers from linking up.


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
  • 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)
  • 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).
  • 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
Soviet Union Order of Battle
Army (RKKA)

Display Errata (4)

4 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 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(Shad on 2010 Dec 15)
Overall balance chart for 951

The reduced direct fire value in Kursk: Burning Tigers is 4-4.

(plloyd1010 on 2015 Jul 31)

Display AARs (1)

Bloody Zamoly
Author Coniglius
Method Solo
Victor Germany
Play Date 2015-05-03
Language English
Scenario RtBr012

I tried something different with this scenario, just to see if the game system truly rewarded the proper application of tactics. Well, to be accurate, I was questioning whether the improper application of tactics would be punished, so, sort of my initial question, but in reverse.

Well, I am very happy to say that the game system does in fact punish you when you depart from conventional tactics. In this scenario, the Germans are tasked with capturing 70% of the Soviet town hexes and clearing the road network. In order to accomplish this, I divided the German forces into 3x separate combat commands, each tasked with achieving their objectives independently of each other. Conventional tactics would have identified each Soviet position and called for the application of overwhelming force against the enemy. By dividing my forces into mutually unsupported elements, I was courting disaster from the outset.

The Soviets were deployed such that they could cover everything, but rapidly reinforce critically threatened areas. They did this remarkably. Each of the smaller German forces were repeatedly bogged down in their assaults due to the concentrated fire of mutually supporting Soviet elements. It wasn't until the plodding Tiger II's (Tigers at Zamoly) came up to each sector that the Soviets were overwhelmed and defeated in detail.

Ultimately, the Germans took 3x of the four towns in their entirety (9 of 10 total town hexes) but at such a cost that the Soviets bled them white. The Germans suffered 36 step losses (counting Tanks double). Luckily none of their Tiger II's fell casualty (they would have counted triple). It was very nearly a draw as the Soviets did achieve their minor victory goal, but I gave the Germans the overall victory for achieving their major victory goal, while also nearly annihilating the Soviet host. All that survived for the Soviets was a company of cavalry and a platoon of T34-C's. While the Germans survived with nearly three full battalions worth of troops, so many ended the scenario in a demoralized state that it would likely take hours of game time to rally everyone and reorganize sufficiently to continue the advance.

The lesson learned here was to maximize fire effect and not divide forces. There were many times where German tanks were caught in crossfires (The T70's were outstanding in this capacity) and only survived due to their armor values and blind luck. Eventually the superior German AT values won the day by destroying the Soviet tanks at every turn, but the Soviets gave nearly as good as they got. 36 German step losses in a late war scenario such as this would not have been wildly received at the Fuhrer's bunker, even if the overall mission was a success!!!

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