Panzer Grenadier Battles on January 16th:
Panzer Grenadier #50 - Red Vengeance Sinister Forces #12 - Red Vengeance
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Teutonic Soil
Road to Berlin #14
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 549th Volksgrenadier Division
Soviet Union 54th Guards Rifle Division

Overall balance chart for RtBr014
Side 1 0
Draw 0
Side 2 2
Overall Rating, 2 votes
Scenario Rank: --- of 598
Parent Game Road to Berlin
Historicity Historical
Date 1945-01-13
Start Time 07:30
Turn Count 36
Visibility Day
Counters 115
Net Morale 1
Net Initiative 1
Maps 4: 15, 17, 18, 21
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 115
AAR Bounty 163
Total Plays 2
Total AARs 1
Battle Types
Road Control
Off-board Artillery
Scenario Requirements & Playability
Road to Berlin maps + counters

The Soviet invasion of Germany opened with a terrific artillery bombardment, most of which fell on abandoned positions as the Germans filed out of the front lines just before the shelling began and occupied new lines a few kilometers back which remained untouched. Fierce fighting erupted around Gumbinnen in East Prussia where the actual attack began, with the Soviets eager to take the war to German soil and the Germans just as eager to keep them out. Some of the deadliest combat took place around Gumbinnen, where the Imperial German and Russian armies had bled heavily in 1914.


The initial German trick spared them heavy casualties from the pre-attack shelling. But when the Soviets came forward, they still had a great advantage in numbers and in armored support, with several heavy tank and assault gun regiments assigned to each rifle division in the first wave. They shattered the 549th, and began rolling toward the fabled fortress-city of Königsberg

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

Display Errata (4)

4 Errata Items
Scen 14

Soviets get 2 x ENG and 4 x 82mm mortars.

(campsawyer on 2010 Oct 30)
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 54

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

(rerathbun on 2012 Jan 30)
Overall balance chart for 912

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (1)

Holding for Prussian honor
Author campsawyer
Method Solo
Victor Soviet Union
Play Date 2010-11-13
Language English
Scenario RtBr014

Teutonic Soil is one of the first advances for the Soviets onto German territory. But given the state of the army they will be hard pressed to hold off the massing Soviets and this scenario shows it. The Germans have a fair about of infantry, HMG and AT guns but their morale is lacking. They also have the terrain and entrenchments to try to hold the roads with. The Soviets have a mass of infantry, tanks and OBA. They have better morale but they must advance on prepared positions as well as clear at least one east-west road across two boards. Leader selection was fair for both sides having some leaders with modifiers as well as good morale.

The Germans dilemma is setup, do they mass units to try to stop the advance on the board by the Soviets and have no reserve or setup to force dispersed and have some reserves and have the Soviets fight alot of little battles. I choose the setup to stop the Soviets coming on the board. The Germans setup a line around the woods and towns on board 18 and 21. Entrenchments were placed on the roads and in area to support cross fires by the AT guns. Mortars and a handful of infantry were placed on the other boards. The Soviets concentrated their forces to attack board 18 will a smaller group attacking board 21. Tanks carried several guard INF platoons and HMG's to try to speed them into the towns to dislodge any German counter attacks.

To start, the Soviets advanced onto both boards 18 and 21. Loaded tanks rushed forward to try to capture the towns, German Op fire was effective to force them to jump off the tanks early, but Soviet OBA was called in on the firing Germans, disrupting and demoralizing them. A German AT gun hidden in an entrenchment fired on the advancing JS-II's missing and more Soviet OBA is called in to disrupt the guns. Other Guard infantry units move on board 18 as well as the Colonel and the reserves. On board 21 the Soviets rush forward to the town, the Germans try OP fire without much effect. A German Stug fires on the advancing Soviet KV-85 but misses. Several rounds later the KV-85 moves away from the fire after two near misses. A German major tries to hold out from Soviet onslaught but a JSU-152 moves up and fires point blank on the Germans, destroying and demoralizing the rest. The Soviet advance get on the board and start taking some of there initial objectives.

German mortar fire from 81mm and 120mm prove to be very effective against the Soviets. As the Soviet Colonel in charge of the field moves the reserves to a position to support the attack on board 18, he is hit by 81mm mortars, demoralizing several units. A second rolls of shells hit again and generate step loses. The Colonel in caught in the open and is mortally wounded in the shelling. This stops the assault on the woods on board 18 as units are stunned by the loss of the Colonel. Later the mortars hit Soviet guard units in the woods and the Major needs to stop his attack to recover the units that keep disrupting further delaying the assault.

But for all the German shelling the Soviets did much more with their OBA. With three sets of artillery that could mount attacks of 42,42 and 30 it would be tough for Germans units. The first dramatic result was on a entrenchment with an AT gun, HMG and INF. A direct hit on the 30 column for the AT gun gave a 2X loss to the German units. The remainder were demoralized. Then several turns later another attack destroyed the demoralized units. A second entrenchment was hit by tank fire then OBA that double demoralized two of the German units.

In the end the Soviets were able to surround the German units in the towns and woods on the two boards. Once this happened the Soviets could race beyond them to capture at least on road. At this point, the Germans had no chance of victory and the game was called at turn 15.

I found this to be a good scenario, although it is slightly tilted toward the Soviets with the volume of units and morale. I would play this one again as the other defense might have a better attempt at saving the Prussian soil.

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