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!
Heading Downstream
Road to Berlin #2
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 3rd SS "Death's Head" Division
Soviet Union 170th Tank Brigade
Soviet Union 217th Guards Rifle Regiment
Display
Balance:



Overall balance chart for RtBr002
Total
Side 1 8
Draw 0
Side 2 0
Overall Rating, 8 votes
5
4
3
2
1
3.13
Scenario Rank: 682 of 940
Parent Game Road to Berlin
Historicity Historical
Date 1945-01-01
Start Time 07:00
Turn Count 33
Visibility Day
Counters 146
Net Morale 0
Net Initiative 2
Maps 4: 17, 18, 19, 21
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 130
AAR Bounty 159
Total Plays 8
Total AARs 3
Battle Types
Exit the Battle Area
Conditions
Off-board Artillery
Scenario Requirements & Playability
Road to Berlin Base Game
Introduction

With Soviet armies marching on Berlin and the outcome of a massive counter-offensive against the Americans still in the balance, Adolph Hitler, self-proclaimed "Greatest General of All Times," decided to send several full-strength panzer divisions to...Hungary. The IV SS Panzer Corps had the mission of relieving the siege of Budapest with an attack along the southern bank of the mighty Danube River. The attackers hoped to break through and strike the besiegers from the rear, but the Soviets had greatly improved their operational art over the preceding 42 months.

Conclusion

As would happen often in the war's last year, the sheer insanity of the German moves caught the Soviets by surprise and badly deployed for defense. The SS men drove between the two formations, isolating the tank brigade against the river bank and pushing the rifle regiment south. Years of war had provided the schooling the SS had sorely lacked early in the conflict and they had become formidable opponents.


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
  • 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

Germany Order of Battle
Heer
  • Motorized
Schutzstaffel
  • Towed
Soviet Union Order of Battle
Army (RKKA)
  • Leader
  • Mechanized
Guards
  • Mechanized

Display Errata (6)

6 Errata Items
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 424

The reduced direct fire value of the SS HMG is 5-5 in Beyond Normandy and Road to Berlin.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 408

The Units in Beyond Normandy were misprinted with a movement factor of 5. The movement factor should be 8.

(rerathbun on 2012 Mar 21)
Overall balance chart for 408

Liberation 1944's counters are mislabeled 'PzIVF2.' The counter's ratings are correct (Armor 5, Move 8, DF 11-6, AT 6-8).

(rerathbun on 2014 Feb 14)
Overall balance chart for 912

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (3)

T-34c no match for the PzV
Author GeneSteeler
Method Solo
Victor Germany
Play Date 2010-06-30
Language English
Scenario RtBr002

0700

German SS forces flood against the 170th Tank Brigade in the north. (Want to avoid the Soviet Guard’s Su-100s in the south.

The German advance is not spotted except by some SMG platoons in the town in the far north east.

0715

In the South, the Guards mobilise as fire erupts to the north. The SMGs are overrun and an armour battle erupts between the 10 T-34c platoons and the Panzers. The T-34s are hit hard with 3 platoons being reduced. One advancing PzIVH is hit.

0730

Soviets win the initiative and a PzIVH is hit! Return fire decimates the T-34s with 3 platoons lost and others reduced. 2 platoons pull back.

The Guard Su-100s to the south (left) line up the disrupted and reduced PzIVH.

Soviet initiative reduced to zero. 5 German steps lost so far. I will keep track of German losses and tally Soviet losses at the end.

0745

PzIVH eludes the Su-100s which have a firing channel (south to north) in front of the main panzer line. T-34 wrecks clog up the roads in the town making it all but impassable to mechanised and motorised forces.

0800

Tigers and Panzers destroy the T-34s in the woods. The front German armour advances to the town and is hit close range, but their armour proves too tough for the Soviet 76.2mm guns.

German infantry advances and disembarks from their trucks. They come under Soviet artillery fire.

0815

Germans win initiative and T-34s in town are destroyed. Still worried about those Su-100s, German infantry crosses to the northwest town on foot.

0830 – 0845

Germans capture the northwest towns.

German armour advances into the Su-100 sights, but the Soviet armour misses! German infantry charges into the open to assault the tank destroyers but they are hit by Soviet artillery (6th German step casualty)

German armour in the east “stands watch” as the infantry pass through the north toward the east.

0900 onwards

Germans win initiative and the Su-100s are eliminated by the Tigers and PzVs.

Germans take another casualty at the hands of Soviet artillery. (7)

PzIVH chase the last T-34 which is fleeing into the woods in the northwest.

Guard infantry is too scared to charge across the open through the sights of the German armour standing watch. German infantry is about to exit to the east.

Soviets, having lost too much armour surrender and allow the Germans to pass.

Within the next 15 minutes, 15 German SS infantry platoons exit the area.

GERMAN VICTORY!!!

Aftermath

Soviet VPs: 8 town hexes (24), 1 GREN eliminated (4), HMG reduced (2), Two PzIVH reduced (8) = 38 VPs

German VPs: 15 INF exit (30), 4 SMG eliminated (8), 1 AT Gun destroyed (1), 11 and a half platoons of T-34c and Su-100 destroyed (46) = 85 VPs

Even if the Germans completely abandoned the north, the Soviets still wouldn’t have the VPs to win (the Germans would have also gotten a heap more exit VPs). Also, there were just too many tanks and artillery for the Guards to try to advance against the Germans on foot. The German armour also is more mobile.

Therefore the battle was ended.

Scenario Rating 3/5. This was a fun battle and not overly long, only taking about 2 hours. I preferred Scenario 3 (AAR coming soon) over this one though, which is the Viking Panzer Division advancing on Death’s Head right flank.

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If you miss, shoot, shoot again
Author Hugmenot
Method Solo
Victor Germany
Play Date 2012-05-30
Language English
Scenario RtBr002

Played solo in two sessions.

Germans troops enter in the north taking advantage of the cover offered by the fields.

At 7:30, the tank battle starts badly for the Germans: one PzIVH step lost while the panzers move into position.

At 7:45, the Germans lose another another PzIVH step loss and all panzers miss!

At 8:00, the Germans win the initiative and inflict 5 T-34C step loss before the Soviets can react. The infantry also move into assault position.

At 8:15, the Germans win the initiative and inflict another 5 T-34C step loss to the Soviets. The Germans assault the town and disrupt the defenders.

Meanwhile, half the Russian Guard force rush across the board to take positions into the north eastern town in the hill between said town.

The Germans split their force into two, one half attacking the north eastern town, and the other half attacking the south western town.

It took another 4 hours before the Soviets surrendered but the issue was never in doubt; easy German victory.

Final tally

Soviets score 56 VPs: 2 town hexes under control (6), 5 PzIVH reduced (20), 2 SPW 251 destroyed (4), and 13 infantry steps eliminated (26).

Germans score 107 VPs: 23 tank steps eliminated (46), 3 guns destroyed (3), 30 infantry steps eliminated (30), 18 infantry and 6 tank steps exiting the map (30).

The score would have been much more one-sided had the Soviets not surrendered.

Conclusion

Fun scenario but I can't see the Soviets ever winning this one. Recommended for solo play only.

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No infantry required
Author NBGB
Method Solo
Victor Germany
Play Date 2019-04-25
Language English
Scenario RtBr002

This was a massacre. Albeit a fun one. So many toys for the SS. You get 5 Panther platoons so I substituted 1 Pz42t and 1 VK3002 from the 2016 Groundhog Day Golden journal. So 3 standard Panthers and 2 what ifs. The Russians set up with an infantry group on one board and 10 platoons of RKKA T34’s on the other. I had 8 T34s in woods and town keeping close to the tank leaders. I set up the the Nazis almost all entering on the T34 board with a few platoons entering the other board to get in spotting position. I just sent the SS tanks in blazing by themselves against the T34s. Held all the infantry back as it was not needed. The Panthers and Tiger cleared the way and the Pz 4s followed up. The Russians were on the run by turn 3 and destroyed before they could get away by turn 5. The armor efficiency and thePanther toughness was overwhelming. The variants faired poorly as the autogun Pz42 ran out of ammo after turn 1 and was removed from play. The VK 3002 was disrupted and spent 7 or 8 turns trying to get back to normal.

Never had to bring the SS troops in to play as the tanks plus the few platoons of spotters were overwhelming. Really saw what strong armor in open spaces can do when massed properly. Declared victory by turn 10 and it was really over by turn 3

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