Panzer Grenadier Battles on December 13th:
Arctic Front Deluxe #4 - Gathering Darkness Little Saturn #5 - Back to the Don
Heroes of the Soviet Union #3 - The Bloodiest Fight Red Warriors #20 - The Bloodiest Fight
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Gran River
Road to Berlin #8
(Defender) Hungary vs Soviet Union (Attacker)
Formations Involved
Hungary Szent László Division
Soviet Union 21st Guards Tank Brigade
Soviet Union 6th Guards Mechanized Brigade
Display
Balance:



Overall balance chart for RtBr008
Total
Side 1 0
Draw 0
Side 2 6
Overall Rating, 6 votes
5
4
3
2
1
3.17
Scenario Rank: 407 of 588
Parent Game Road to Berlin
Historicity Historical
Date 1945-01-06
Start Time 05:30
Turn Count 24
Visibility Day
Counters 142
Net Morale 0
Net Initiative 1
Maps 2: 14, 20
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 102
AAR Bounty 156
Total Plays 6
Total AARs 2
Battle Types
Kill Them All
River Crossing
Rural Assault
Conditions
Entrenchments
Off-board Artillery
Randomly-drawn Aircraft
Scenario Requirements & Playability
Road to Berlin maps + counters
Introduction

In response to the German offensive launched along the south bank of the Danube River, the Red Army unleashed on of its own on the north bank to threaten the German rear. The 6th Guards Tank Army assaulted the German and Hungarian forces dug in along the Gran River, a tributary of the Danube and a fine defensive position. The Szent László Parachute Division, one of only two Royal Hungarian Army divisions still fighting as a distinctive force, was an infantry division with a grand title - its only battalion of paratroopers was trapped inside the besieged capital of Budapest.

Conclusion

The Hungarians had excellent defensive terrain manned by their best regular infantry and had been well-prepared for an assault. Despite these advantages, the Soviets pushed two of their best brigades across and shattered the Hungarian lines. Soon they would be racing along the north bank with little to keep them from separating the Germans on the south bank from their supply sources.


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
  • 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

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

Display Errata (3)

3 Errata Items
Scen 8

Soviets have only 8 (not 9) SMGs. The first 4 turns are visibility 1, which means night rules are in effect for those turns. However, the Soviet player still gets air support.

(PG-Tank Dude on 2010 Apr 30)
Overall balance chart for 912

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)
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)

End of Szt. Laszlo
Author campsawyer
Method Solo
Victor Soviet Union
Play Date 2010-01-01
Language English
Scenario RtBr008

In trying the Hungarians for RtB this one is a must. The Hungarians must defend a river crossing with the Soviets advancing on it. The Soviets have an overwelming force but the Hugarian have the terrain in their favor. In my play the Hungarians were able to stack up the advance on the bridge for the first 8-9 turns but then the Soviet engineers got to work down river and crossed a couple of companys with armor. This was able to break the block at the bridge. But the Hugarians still had the entrenchments. Soviet attacks against the entrenchments was bloody and did not capture them all. In the end it was a Soviet minor victory.

This had a good balance with the terrain and the Szt. Laszlo division, but it was effectivly destroyed in my play.

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Gran River
Author waynebaumber
Method Solo
Victor Soviet Union
Play Date 2009-06-10
Language English
Scenario RtBr008

This one I played solitaire and as such was an Ok scenario. As a FtF possibly a little too one sided against the Hungarian. A dawn assault over the Danube by a good mix of Soviet AFV and ground troops means the Hungarians can not hold the river for very long. Once day breaks the Red Armys artillery pounds the Hungarian entrenchments prior to the final Sovier assault and its all over.

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