Panzer Grenadier Battles on January 17th:
Jungle Fighting #25 - Mt. Austin VII North Wind #10 - Hellcats Boxed
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Drive on Baraska
Road to Berlin #20
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 509th Heavy Panzer Battalion
Soviet Union 9th Guards Cavalry Division

Overall balance chart for RtBr020
Side 1 1
Draw 0
Side 2 7
Overall Rating, 9 votes
Scenario Rank: 596 of 598
Parent Game Road to Berlin
Historicity Historical
Date 1945-01-22
Start Time 08:00
Turn Count 20
Visibility Day
Counters 31
Net Morale 1
Net Initiative 2
Maps 1: 18
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 70
AAR Bounty 136
Total Plays 8
Total AARs 5
Battle Types
Enter & Exit
Kill Them All
Off-board Artillery
Severe Weather
Scenario Requirements & Playability
Road to Berlin maps + counters

The 509th Heavy Tank Battalion had a rough start to the "Konrad III" offensive, losing its commander to wounds on the opening day and suffering numerous mechanical losses. Though one of the company commanders had taken charge, the 3rd SS "Totenkopf" Panzer Division sent one of its own officers to relieve him. The new commander then ordered the Tigers forward, informing the Army officers that their requests for reconnaissance and infantry support were signs of cowardice that would be dealt with severely.


The attack was an utter disaster for the Germans, whether one accepts the German version of events (several tanks lost to swampy ground) or the Soviet ones (the lost tanks were knocked out by a combination of anti-tank fire and close assaults). Over half of the Tigers sent into the battle had "broke down" along the way as tank commanders feigned mechanical problems rather than execute their idiotic orders. The battalion commander, Major Burmester, checked himself out of his hospital bed and ordered SS Hauptsturmfuhrer Leibel away from his tanks, raging to the corps command staff that his tank crews had been murdered by SS incompetence.

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).
  • 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
  • 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)
  • Mechanized

Display AARs (5)

Nat A Sunday Drive
Author Retiredgrunt17
Method Solo
Victor Soviet Union
Play Date 2018-01-10
Language English
Scenario RtBr020

The German 3 Tiger II platoonshad a very tough mission. They were outnumbered and outgunned by sheer numbers. The Germans gave a good fight, but at the end of the battle, they were swamped and destroyed. Soviet victory.

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Infantry, we don't need no stinking Infantry
Author campsawyer
Method Solo
Victor Soviet Union
Play Date 2010-01-01
Language English
Scenario RtBr020

This is a historical scenario that makes you scratch your head and wonder why the Germans abandoned their own doctorine. Heavy Tiger II tanks are sent into attack against cavalry with AT Guns. The Germans must eliminate units then leave the board. The Tigers are in no condition to meet these goals. First, morale and initiative are low. The Soviets will get the first move in the beginning and most of the scenario, which will make it tough on the Germans. The Soviets just need to keep there AT alive to kill 3 steps. In my play the Soviets were able to get a long range kill with the 85mm, then as they moved closer the cavalry tied up the tanks and the AT's just kept firing eventually two more kills were achived.

In the end the Germans have little chance from a good Soviet defense, although this is good to see that these tanks were never really an offensive weapon like Hitler wanted.

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Unlearnt Lesson
Author Matt W
Method Solo
Victor Soviet Union
Play Date 2012-08-28
Language English
Scenario RtBr020

10 or so King Tigers (5 steps) are sent to "run" through a battalion of Soviet cavalry adequately equipped with AT support (including an 85mm). They have no infantry support and incredibly low morale (6/6). Added to that is the fact that they virtually have to move into a position to permit a long range crossfire which can actually end up giving the Soviets one shot per turn with a +1 modifier.

In my play six of the Tigers were destroyed by turn 9 and the remaining tanks decided to use the rule for honor satisfied and pursued a "retrograde advance".

This scenario is a great example of why combined arms were necessary. The King tigers are certainly impressive weapons but they can't do everything and in this case they couldn't even breach the Soviet line before the losses were too significant and forced a retirement.

I give it a "2" for the example but the play was uninspiring.

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Sorry Vince for picking this one
Author waynebaumber (39)
Method Face to Face
Victor Soviet Union
Participants vince hughes (AAR)
Play Date 2010-07-06
Language English
Scenario RtBr020

It looked kind of intresting. Tiger 2s V Cav. Oh and some Russian off board artillery. Well its not intresting. The German player has to exit of the board and eliminate a soviet step. A tough ask and Vince managed to kill some of my A/T guns due to an error on my part. My role was keeping the Cavalry intact and hoping to get a morale check on the Tigers with the artillery. I rolled double one with my off board my cavalry charged out the swamps and swarmed the tanks and thats all she wrote. I was bored, my opponent was bored and I think even my cat who sat watching was bored!

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Newbies - Steer Clear !
Author vince hughes (13)
Method Face to Face
Victor Soviet Union
Participants waynebaumber (AAR)
Play Date 2010-07-06
Language English
Scenario RtBr020

Unlike most of the scenarios I play, I will not leave a battle AAR in the normal sense, but more my thoughts on this scenario.

Balance is not so much a factor for my ftf opponent and I, AS LONG as the historicity of the scenario is interesting and provides for exciting and stimulating gameplay. I only award a 1 rating (lowest) to scenarios that are unbalanced AND boring.

Any new players to the game I absolutely recommend that you DO NOT play this as one of the first up games. You will totally miss the depth and richness of the system.

This sets 5 steps of King Tigers, with only a 6 morale against a regiment of cavalry, an array of ordnance (albeit mostly ineffective unless a crossfire is achieved) and 16 pts of OBA. The tanks are to try and either get off the edge of the board or destroy up to 6 or 10 steps of the enemy. I had no intention of getting off the board as the Germans as they would never make it. The reason being is that they have an initiative of 1 and the Soviets 3. This means if you advance too close before the cavalry move, they will then have a chance to attack AND follow it up next turn by the more than likely event that they win the initiative again.

All went well until turn 8. Unfortunately, the OBA rolled double 1 and forced morale checks against the 6 rating. This demoralised and disrupted allowing a window of opportunity for the Soviet cavalry to pounce. The Tigers still took out 5 steps of cavalry but were soon swamped in assault. Having knocked out some ordnance earlier,the Tigers gained a level of 'minor victory', but getting wiped out gave the Soviets a 'major victory'.

Poor scenario, little in the way of options for the Germans to take and woe betide if the OBA comes up 'snake-eyes'

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