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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Panzer Feint
Road to Berlin #10
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 3rd Panzer Division
Soviet Union 41st Tank Brigade
Display
Balance:



Overall balance chart for RtBr010
Total
Side 1 3
Draw 1
Side 2 0
Overall Rating, 5 votes
5
4
3
2
1
3.2
Scenario Rank: 631 of 940
Parent Game Road to Berlin
Historicity Historical
Date 1945-01-07
Start Time 07:00
Turn Count 30
Visibility Day
Counters 77
Net Morale 1
Net Initiative 3
Maps 4: 15, 17, 19, 21
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 113
AAR Bounty 165
Total Plays 4
Total AARs 2
Battle Types
Inflict Enemy Casualties
Conditions
Off-board Artillery
Scenario Requirements & Playability
Road to Berlin Base Game
Introduction

To aid the renewed German attack along the Danube toward Budapest, the German command directed its I Cavalry and III Panzer Corps to make a demonstration toward the city of Székesfehérvár. The idea was to relieve pressure on the SS armored divisions making the main thrust, but when the depleted army panzer divisions broke through the 5th Guards Airborne Division the high command ordered them to press on. Closely behind the paratroopers' lines, the panzers ran into 7th Tank Corps.

Conclusion

More unexpected success greeted the Germans, who rolled over the Soviet tankers to continue their drive to the northeast.The Soviets had plenty of warning and had their reserves where they wanted them, but despite their weak armor strength (three panzer divisions totaled 120 tanks between them) the Germans had started the year by rolling back their enemies.


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

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

Display Errata (5)

5 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 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(Shad on 2010 Dec 15)
Overall balance chart for 47

All SPW 251s have an armor value of 0.

(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)

Display AARs (2)

Sneaky only pays for Capitalist politicians...
Author NBGB (Soviet Union)
Method VASSAL
Victor Germany
Participants plloyd1010 (AAR)
Play Date 2019-09-25
Language English
Scenario RtBr010

I will dovetail off of what plloyd1010 has written up in his AAR. This was a fun scenario which (I believe) called for some thinking outside the box. The Hitlerites have a well balanced force with decent OBA on the move with a fairly large area to exit units. My strategy would have to not be a traditional dug in infantry with armor support. The plan was to try and let the Nazi’s roll forward in to our positions and swing armor and a small fire force around behind the column and pick them off as much as possible. A minor victory seemed achievable, but not allowing the Nazi’s a major victory was a large task.

In the end, the cohesive movement strategy employed by the Hitlerites supplemented by having the initiative every turn, armor efficiency, poor RKKA leadership (shot after the battle), light OBA, and a few mistakes caused a loss.

He got a major victory, I got a minor victory. I learned from previous scenarios that RKKA T-34’s going against efficient German armor which included 2 platoons of Panthers was a HUGE problem. So it played out.

Looking for revenge in the next battle.

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Over the hill and go away
Author plloyd1010 (Germany)
Method VASSAL
Victor Germany
Participants NBGB (AAR)
Play Date 2019-09-25
Language English
Scenario RtBr010

Rather than do a true AAR, this will be a strategic review of options. My opponent is rather new to the PG universe and this was one of his first shared. In case you are wondering, yes, he has gotten dangerous.

Operationally, the Germans are trying to relieve the siege of Budapest. The battle of which this scenario is a part, is often referred to as the last panzer victory. The Germans are attempting to march across the map and kill a few Russians along the way. Stavka’s is simpler, just kill the Germans.

The 10th Panzer Div. Enters the south-west sides of the map with orders to exit the north-est sides. The Russians have 2 options, ambush or block. Without double-blind play, ambushes don’t seem to work well. The best blocking positions are at the exits in the north-east. There are towns and woods which channel the Germans into 3 paths. The Russian problem is that they don’t have enough infantry (as if they ever do), or support weapons (obviously this commander never read Glantz’s book on Soviet AT defenses). On the other hand, they do have a battalions worth of T-34s.

The Russians should probably form a defensive triangle with the towns and hill on board 21. Strength should go to the wings. This will need to be done carefully as the infantry component is small. The T-34s should be held in reserve until the German route is clear. The Germans should plan a route over one position, probably one of the wings, and suppress an adjacent position, probably the center. The big Russian trick will be to get the tanks in good position as in front and side, before the panzers take them out.

My execution? Go over the northern hill while suppressing the town between the hill and woods.

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