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!
Dutch Treat
Road to Berlin #69
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 23rd SS "Nederland" Panzergrenadier Division
Soviet Union 88th Guards Rifle Division
Display
Balance:



Overall balance chart for RtBr069
Total
Side 1 1
Draw 0
Side 2 2
Overall Rating, 3 votes
5
4
3
2
1
2.67
Scenario Rank: --- of 913
Parent Game Road to Berlin
Historicity Historical
Date 1945-04-19
Start Time 08:00
Turn Count 24
Visibility Day
Counters 69
Net Morale 1
Net Initiative 2
Maps 3: 15, 17, 21
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 105
AAR Bounty 171
Total Plays 3
Total AARs 1
Battle Types
Rural Assault
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Scenario Requirements & Playability
Road to Berlin Base Game
Introduction

Far too little and far too late, the German high command had called in reinforcements to stem the Soviet march to Berlin. Among these was a "division" of Dutch volunteers, actually little more than a reinforced regiment. Having backed the losing side, the Dutchmen had even less hope of mercy from the Soviets than did German SS men, and when ordered to counter-attack the Soviet advance they fought with all the courage of cornered rats.

Conclusion

The Dutch Nazis caught the Soviets by surprise, and drove them out of Marxdorf. After their initial success, an attempt to expand their perimeter by seizing ground northeast of the town met heavy Soviet fire and the SS fell back with heavy losses. Unable to regain their momentum, the Dutch traitors would have to watch the Soviet advance grind forward again.


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

Display Errata (3)

3 Errata Items
Overall balance chart for 439

All SS 75mm IG guns are direct fire weapons (black), not indirect (white).

(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 896

These units should have a Direct Fire rating of 2-3, just like the RKKA and NKVD counterparts.

(danradz on 2011 May 04)

Display AARs (1)

Operation Toehold
Author PaperTiger
Method Solo
Victor Germany
Play Date 2012-06-26
Language English
Scenario RtBr069

The Dutch used a two thrust attack. In the center, coming down the road, came the armor with supporting GRENS. To the south came the GRENS, supported with mortars and a 75IG. Loaded HT's were sent from the north edge to keep Soviet INF that could otherwise be used as reinforcements. The Soviets had set up AT guns in the small center wood and southern woods on Map 17. The westernmost town on Map 17 was defended with INF and HMG. Their 76.2's were set in the easternmost town, ready to serve double duty with HE and AT rounds.

The Dutch forces moved in and soon occupied the towns on Map 21. The center forces were to eliminate the small woods of enemy units and hit the westernmost town on Map 17 from the northwest. The southern forces were to punch make their way through the woods and hit the towm from the south. Once in position, their forces moved forward.

Almost immediately, a recurring theme throughout the action introduced itself. The Dutch Nazis' lower morale became painfully apparent. They broke fast and rallied slowly, if at all. To their shame, there were some units that spent more time cowering in wooded cover than engaging the enemy.

However, those units that pressed on managed to damage the Soviets, including Dutch armor hunting down and eliminating the Soviet SP guns. Their shining moment, however, came on an attack on the town. DF from their panzers managed to demoralize both HMG units defending the town as well as their leader. The demoralized Soviet units, reduced from failing further morale checks from additional fire, abandoned their position, with the Dutch soon moving in.

What good-order units the Dutch had, intrepidly assaulted two more hexes in the town. Both sides used the same strategy: isolate the units inside the town from reinforcements. The Dutch had panzers and HT's in the town. The Soviets had INF and superior morale.

The Soviets also had superior artillery. Any rallying Dutch had more OBA raining down on them, setting back their recovery. The Soviets also had AT-capable air support that wound up devastating the Dutch.

The Soviet superiority in support and morale began to show. Their forces in the assault hexes began to rally and counterattack. They took back most of the town. But as 1400 rolled around, the Dutch managed to keep just enough of it with rapidly dwindling forces to claim a victory.

It was victory of the barest kind. It left both sides wondering what would have happened if the battle had raged on another fifteen minutes.

A special commendation goes to the Dutch mortar units. Their ceaseless fire managed to disrupt and demoralize many a Soviet unit that was meant to reinforce the town.

If you're looking for an action with lots of carnage and where a few rolls of the dice can make a big difference, this might be one for you.

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