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
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All American
Iron Curtain #6
(Defender) United States vs Soviet Union (Attacker)
Formations Involved
Soviet Union 6th Guards Tank Division
United States 82nd "All American" Airborne Division
Display
Balance:



Overall balance chart for IrCu006
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Iron Curtain
Historicity Alt-History
Date 1948-06-28
Start Time 08:00
Turn Count 24
Visibility Day
Counters 111
Net Morale 0
Net Initiative 0
Maps 2: 14, 15
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 163
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Exit the Battle Area
Hill Control
Road Control
Conditions
Off-board Artillery
Scenario Requirements & Playability
Battle of the Bulge Counters
Iron Curtain Base Game
Road to Berlin Maps + Counters
Introduction

No matter "who started it," a war between Soviet and American forces at any time after World War II would have required the Red Army to reduce the Western enclave in Berlin. The Americans decided early on that they would fight for Berlin in any such war, both as a political symbol and because of Berlin's position astride so many communication links. The defenders would have to meet their assailants outside the city proper, to defend the vital airfields linking them to the outside world. Yet the Red Army had total confidence in its ability to take the city: after all, they'd done it once before.

Conclusion

Berlin represented a strategic problem for planners of both sides; the West had to defend the city but doing so put a burden on the Americans to at least make noises about a relief attempt. The 82nd would only remain as the garrison for a few years, and in 1961 the assorted units there became the Berlin Brigade, remaining in the German capital until 1994.


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
  • 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).

Display Order of Battle

Soviet Union Order of Battle
Army (RKKA)
  • Mechanized
Guards
  • Mechanized
United States Order of Battle
Airborne
Army
  • Mechanized

Display Errata (2)

2 Errata Items
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 (1)

Breakthrough to Berlin
Author TheDoctor
Method Solo
Victor United States
Play Date 2014-01-24
Language English
Scenario IrCu006

Setup: The Americans hold their engineers in reserve while the rest of the paratroopers fan out across the heights of the hill, supported by the three 90mm AT guns behind each of the American defense groups. The Soviets split their forces into three as well and rush the Americas quickly to begin the fight.

Play: The Soviets survive the American OF and begin to shoot at the adjacent Americans, dug-in twenty meters above them. After only half an hour, the Soviets become impatient and begin to assault the Americans across the entire line. The initial assaults go very well for the Soviets, ducking below the Americans' first fire, and the Guards units take a toll on the American defenders.

The next hour of assaults proves to be of little gain for either side, but the Americans' 90mm's have evened the field somewhat by destroying multiple T-34/84's. The Americans begin their counterattack to eject the Soviets, but with limited success, and the defense in the west is almost completely destroyed.

The Soviets bring up fresh units, but fail to gain ground along the road and in the east, while punching through the western line. The Americans' engineers held in reserve move forward to block the Soviet Guards, but they quickly evade and scramble towards the northern edge. With the hour, twenty-two steps exit the map, and bring the Americans' VP lead from ninety to fifteen.

Although the Soviets had cut the Americans' lead by 80 percent, the remaining assaults begin to swing towards the Americans' favor, and the game ends with the Americans chasing the final Soviet Guards units down the hill back towards the south edge. The Americans stop at the base of the hill, content that the Soviets are routed.

Result: Major American Victory. The Victory Point Count stands at 70-65, with the Americans holding a 15 point lead.

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