Panzer Grenadier Battles on November 21st:
Desert Rats #16 - The Panzers Pull Back Desert Rats #19 - The Panzers Return
Desert Rats #17 - The Tomb Of Sidi Rezegh Jungle Fighting #7 - Line Of Departure
Desert Rats #18 - A Pibroch's Skirl South Africa's War #5 - Irish Eyes
Errors? Omissions? Report them!
Gates of Komorn
Road to Berlin #11
(Attacker) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 20th Panzer Division
Soviet Union 21st Guards Tank Brigade
Soviet Union 22nd Guards Tank Brigade
Soviet Union 6th Guards Mechanized Brigade

Overall balance chart for RtBr011
Side 1 2
Draw 0
Side 2 0
Overall Rating, 2 votes
Scenario Rank: --- of 586
Parent Game Road to Berlin
Historicity Historical
Date 1945-01-08
Start Time 09:30
Turn Count 30
Visibility Day
Counters 232
Net Morale 0
Net Initiative 1
Maps 6: 14, 16, 17, 18, 19, 21
Layout Dimensions 86 x 84 cm
34 x 33 in
Play Bounty 147
AAR Bounty 149
Total Plays 2
Total AARs 3
Battle Types
Enter & Exit
Kill Them All
Off-board Artillery
Scenario Requirements & Playability
Road to Berlin maps + counters

The successful Soviet forcing of the Gran line brought the German supply center of Komorn under direct threat. The only bridges over the Danube for 100 kilometers were sited here. The city possessed formidable 19th-century defensive works - it had been the site of the Austro-Hungarian Empire's gold reserve. But these would avail it little against modern weapons; even less so as there were no troops to man them. At the last moment, Adolf Hitler released a fully-equipped and rested panzer division from the general reserve to meet the threat. A tank battle developed just east of the city.


Fifth Guards Tank Corps was one of the Red Army's best combat formations, and had captured and put to use a handful of German tanks, but 20th Panzer Division had been out of the line since August and had been restored to full fighting capacity. After savage fighting the Guards had to fall back and Komorn was secured for the Axis.

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

Display Errata (8)

8 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 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)
Overall balance chart for 51

One Wespe (ID# 1201) should have an armor value of 1 on the front and back of the counter.

(Shad on 2010 Dec 15)
Overall balance chart for 881

All Guards JS-IIs should have AT fire values of 8-8.

(Shad on 2010 Dec 15)
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 (3)

Gates Of Komorn - Road To Berlin Scenario 11
Author vince hughes (13)
Method Face to Face
Victor Germany
Participants waynebaumber (AAR)
Play Date 2010-03-15
Language English
Scenario RtBr011

What is the battle about?

Well, a large force of SOVIET GUARDS, consisting of approx 40 foot platoons and 25 AFV platoons (inc 6 of the dreaded JS2) have to push their way West and exit as many as possible whilst inflicting casualties on the Germans. They also command 17 x M3's which can add effective MG support in infantry battles. For their part, the German Wehrmacht units (23 Foot & 20 AFV) have to prevent any exodus of Soviet troops. Less than 30 steps (AFV = x2) and it's a minor win. Or 6 or less then a roll of a die decides whether it is a major win or not. Both sides have a morale of 8 and both are effecient. The Germans have a decent quota of OBA when mixed in with bombarding type guns on board.

Ostensibly, the terrain is very 'raised' or hilly if you prefer. Once the Soviets enter the first 2 boards of this 6 board battle, they will then see some very high ground ahead of them. The first 'hills' contain a town that the Germans will no doubt want possession of. Then, if they traverse this, there is effectively a valley area before the last board (14) followed by another large expanse of rising ground up to 60 or 80m in parts. The Southern end of the map though is quite open except for the sporadic appearance of a township or village here and there.

So with both players accepting a long haul ahead of them, the battle was commenced. I do not have access to the photo skills or equipment here, so hopefully, the written report will convey an idea of what this scenario was like to play ..... We certainly had fun with it.

‘The Gates Of Komorn’

Road To Berlin Scenario No.11

Just Outside Komorn 8th January 1945

Scenario completed : 15th March 2010

To date, this was the bloodiest battle to have taken place on the PG boards and took up some 24 hours of contest at least.

The successful Soviet forcing of The Gran Line brought the German supply centre of Komorn under direct threat. The only bridges over the Danube for 100 kilometres were sited here. The city possessed formidable 19th century defensive works (it had been the site of the Austro-Hungarian Empires gold reserve) but these would avail it little against modern weapons, even less so as there were no troops to man them! At the last moment, Adolf Hitler released a fully-equipped and rested Panzer division from the general reserve to meet the threat. A tank battle developed just east of the city.

Around 0930, German forward troops recognised elements of the Soviet 21st & 22nd Red Banner Guards division arriving from the east along one of the main roads leading into Komorn. Caught by surprise (unexpectedly lost the 1st initiative), these forward companies of German infantry were, importantly as it turned out, unable to gain the town to the enemy’s front and had to yield it to the Red Guards. Though a spirited, but pointless local counter-attack was launched by these Germans, they were easily beaten back with well over a 100 casualties! Further to the south, on the German right, better results had been gained where 5 or 6 Soviet SP guns had been knocked out. Now and until 1100 hours, the Soviet Guards advanced, pretty much unhindered westwards in the direction of Komorn.

With the Soviet force gaining the aforementioned most easterly town by surprise, they were comfortably able to push on from there. But now, the battle in this area would centre around the large valley area further forward to the West ahead of the captured town.

The Germans had positioned themselves along the high ground on the west side of the valley, whilst the Russian advance had taken them to the high-ground on the east side. Straight through this valley, running east to west was the main road to Komorn. Here then, presumably, the battle would be joined at its fiercest. The hurriedly deployed German defences composed of dug-in infantrymen and their MG’s, AT guns, a large quantity of concentrated mortars and self-propelled artillery, and a collection of Stg SP guns, PzIV’s and Panthers. The Soviet initial response was to send forward a couple of companies of infantrymen supported by some T34’s to probe the enemy perimeter. Over the next 45 minutes, Soviet and German soldiers fought each other furiously in the only wooded area in the valley as one sides attack was met with comparably furious counter-attacks. Neither side were able to gain any advantage and both retired back to their respective high grounds.

Over on the German right, the Panthers had out-foxed their Soviet opponents (lucky long-range dice roll) and gained a solid advantage in the tank battle going on there by knocking out around 8 T34’s at long range. In response, the Russian guard infantry attached to this flank began to advance slowly forward, presumably in order to divert German armour attention, as well as to avoid sitting and doing nothing.

From 1130 hours and for the next two hours, Soviet losses began to tot up considerably. Casualties were being lost to the massive German artillery barrages being directed at them, and probably also because of the slow speed of their force deploying into suitable positions for the launch westwards. Around 600+ soldiers and 25 AFV’s had been lost and the main assault was yet to come! German losses held around 300 men & 10 AFV’s.

Suddenly, at 1400 hours, the Red armour came surging across the valley. JSII’s and T34’s driving madly forward. Now the German tankers had to hold their nerve as the ground in front of them began to tremble underneath the tracks of the Guards iron 'daughetrs'. But in a swift 30 minute exchange, no less than 32 Russian tanks stood motionless as they were now transformed into smouldering wrecks. Accurate, and quite frankly, callously effecient German fire had ripped out the heart of the tank attack. Amazingly, not one German AFV had been lost in this episode.The German tanks achieved this as they had managed to get a jump on their enemy by loosing off the first shots from covered positions, and then, before the Soviet tanks could reply, a second vicious volley tore through more of the Russian behemoths. This was the defining act of the battle. From this point, the Axis forces held the advantage and made sure to drive it home. With the Soviet attack on the extreme German right petering out as well, there was time for possibly one more probe at the main line by the Soviets to find a way through.

The final Soviet push came once more on the German left. Soviets from the centre had been directed toward the large wooded area on that left flank that afforded some cover from the high ground. In response, the German commander now had to send what resources he had to meet the next 'push'. Initially gaining toe-holds as they pushed back German Infantry, APC's and some tanks in the forest,the attack eventually bogged down over a period of an hour, even though ground was slowly being gained, albeit at cost. The Russian Commander then tried to skirt round the wood on the extreme edge of the battlefield, but these units were blocked off by hotch-potch, ad-hoc German units desperately filling gaps, albeit at a heavy toll to themselves. The Germans lost all their AT batteries in these final exchanges, but the attack had finally been thwarted.

The long and costly battle ended around 1630 hours (29 of 30 turns). German casualties were around 520 men and just under 50 AFV’s. For the Soviets, the field had been left much bloodier. 1040 soldiers had been left on the Komorn highway and 86 AFV’s had been destroyed.The Russian Guards had also failed to get a unit past the defenders and through to Komorn. This had been a major German victory, though the effort had been a tall one.

You must be a registered member and logged-in to post a comment.
Komorn 1 (Solitaire)
Author waynebaumber
Method Solo
Victor Germany
Play Date 2009-12-21
Language English
Scenario RtBr011

I was setting this up prior to playing a FtF of this scenario against Vince. I normally set up every FtF if I can and play thru the first turn. In this case I just kept on playing. The scenario is huge and even playing solitaire took me 2 days. The game played out in almost the same manner as my later FtF game which Vince has already AAR'd which is why I have rated this game only 3. The battle will be centred around the large ridge on the German side of the board with the Soviet Guards trying to flank it possibly using the woods as cover. This game ended with no Soviet forces exiting the board.

You must be a registered member and logged-in to post a comment.
Gates of Kormon (FtF)
Author waynebaumber (39)
Method Face to Face
Victor Germany
Participants vince hughes (AAR)
Play Date 2010-03-15
Language English
Scenario RtBr011

Having played this solitaire I knew this would be tough on for the Red Army. The game played out in a similar way. The western ridge was defended by dug in Panthers who were almost impossible to hit. I tried to outflank the German forces but all to no avail and though I got closer to exiting than in my previous game the result to be honest was not in doubt from about the 3/4 stage. However we had three solid sessions and lots of fun playing this one.

You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!