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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Cavalry Again
Road to Berlin #9
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 4th Cavalry Brigade
Germany 503rd "Feldherrnhalle" Heavy Panzer Battalion
Germany 6th Panzer Regiment
Soviet Union 11th "Morozov" Cavalry Division
Soviet Union 57th Motor Rifle Division
Display
Balance:



Overall balance chart for RtBr009
Total
Side 1 0
Draw 1
Side 2 1
Overall Rating, 2 votes
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Road to Berlin
Historicity Historical
Date 1945-01-07
Start Time 07:00
Turn Count 30
Visibility Day
Counters 106
Net Morale 0
Net Initiative 2
Maps 4: 15, 18, 19, 21
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 123
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Road Control
Rural Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Scenario Requirements & Playability
Road to Berlin Base Game
Introduction

When the German cavalry went back on the attack five days after their skirmish with the Soviets, it was part of the second phase of Operation Konrad. The target area shifted north of Pustavar, and this time the Germans would be supported by tanks from 2rd Panzer Division plus some Royal Tigers in an attempt to mimic the successful Soviet Cavalry-mechanized doctrine.

Conclusion

Despite the warning the German horsemen gave the Soviets less than a week earlier, the new attack caught the Red Army unawares. The cavalry and supporting tanks pushed 52nd Rifle back just far enough to the northeast so that the Soviet division's administrative elements got tangled with reinforcements rushing to plug the gaps torn by the SS armored offensive along the Danube.


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
  • 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
Heer
  • Motorized
Soviet Union Order of Battle
Army (RKKA)
  • Motorized

Display Errata (4)

4 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 951

The reduced direct fire value in Kursk: Burning Tigers is 4-4.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 993

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (1)

Tigers and Murat style charges
Author enrique
Method Solo
Victor Draw
Play Date 2010-08-01
Language English
Scenario RtBr009

In this scenario a German force (12 cavalry platoons, 5 tank platoons -PzIVH, PzV and TigerII-, and 4 HMG platoons) face a strong Soviet force (16 infantry platoons, 8 cavalry platoons, 2 tank platoons -T-70-, 1 self-propelled artillery battery -Su76- and 4 AT and artillery batteries). Moreover the Soviets have aircrafts (some frightful " IL-2-37" and "IL-10"). The battle objective is to take a road and a 40-meter hill. A ferocious fight takes place. The battle is uncertain until the end. Both sides are near the exhaustion. In the end Germans and Soviets have recourse to furious Murat style charges and countercharges.

Draw.

What a wonderful scenario.

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