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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Red Rampage
Road to Berlin #13
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 17th Panzer Division
Soviet Union 14th Guards Tank Brigade
Soviet Union 3rd Guards Mechaanized Brigade
Display
Balance:



Overall balance chart for RtBr013
Total
Side 1 0
Draw 1
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Road to Berlin
Historicity Historical
Date 1945-01-12
Start Time 08:00
Turn Count 48
Visibility Day
Counters 103
Net Morale 0
Net Initiative 2
Maps 4: 15, 18, 19, 21
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 128
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Surprise Attack
Conditions
Off-board Artillery
Scenario Requirements & Playability
Road to Berlin Base Game
Introduction

The Soviet offensive across the Vistula flung thousands of tanks, backed by powerful artillery barrages, against the German defenders. Near Kielce in southern Poland, XXIV Panzer Corps had two relatively strong divisions placed to counter-attack any Soviet advances. But the tank units could not be moved without an express order from Adolf Hitler, an order that was slow in coming. By the time the Greatest General of All Times gave his permission, Soviet tanks were on top of the panzer troops' bivouac areas.

Conclusion

Seventeenth Panzer Division had been built up to near full strength in anticipation of the coming Soviet offensive, but Hitler's micro-management destroyed this valuable asset withing a few hours. By the time the division began to move, it was in retreat rather than counter-attacking, and during the night straggling would become even worse with the division's headquarters effectively destroyed and its commander wounded and captured.


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)

Display Order of Battle

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

Display Errata (6)

6 Errata Items
Scen 13

All Guards RIF are actually INF.

(PG-Tank Dude on 2010 Apr 30)
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 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)

Road to Berlin, scenario #13: Red Rampage
Author JayTownsend
Method Solo
Victor Draw
Play Date 2011-03-19
Language English
Scenario RtBr013

Road to Berlin, scenario #13: Red Rampage

Posting #1

I read this scenario a couple times then decide it looks like and interesting scenario to play. Four maps and maybe about 70-80 units, perfect size to play and manage a quick game! The German get to setup first, so they are more on the defensive, as the Soviet enter the map from the east in two groups, one on board 18 and the other group on board 15. The Germans however, must setup pretty spread out, as on unit must be in each town and only two can start in any one hex stacked together, so they can’t just sit back on the defensive and wait, they will have some serious maneuvering as well. The matchup go like this for the total forces:

• German Armor: 4x PzV, 3x PzIVH, 1x Hetzer

Vs

• Soviet Armor: 10x T-34/85, 2x Su-76

Small advantage to the Soviets.

• German Infantry & support: 10x GREN, 4x HMG, 2x 81mm, 16x trucks

Vs

• Soviet Infantry & support: 10x RIF, 2x HMG, 6x SMG, 2x 82mm, 14x trucks

Pretty close

• Off-board Artillery goes to the Soviet with 1x8 & 2x12 as the Germans have none.

• Defensive terrain goes to the Germans as they get to setup first, even though they have to setup so spread out.

48 turns of fun, here I come!

Posting #2

So far, this is a very interesting puzzle and game play for both sides. The turns are flying, with a low unit count and much ground to cover. In the North there has been a sharp exchange of AT gun fire between a small group of German Panther tanks and a larger group of Soviet T-34/85 tanks. This and some German infantry units has slowed up the advance of the Soviets on map board 18 and on map board 15, the Soviets just have a small road block of German infantry that is now being pounded by Soviet Artillery and a couple of German units of PzIVH armor, that will soon be overrun if they don’t pull back. The Germans many need to shift some Infantry from board section 21 to board section 19 but I must wait to see what happens on board section 18 first to decide. This might be a 48 turn scenario but it does feel like that long at all!

Posting #3

The situation is now this, After the Soviet had some minor victories on map boards 18 & 15 and the Germans had some minor victories on map boards 21 & 19, the two sizes decided to re-gather their remnants and have a go at total victory but neither size had enough force to change the results. Two lessons learned, those Panther tanks have the advantage over the T-34/85’s and never use the Su-76’s in a tank roll, only as an infantry support, as two units together provide 28 points of direct fire against enemy infantry when close enough and against other armor units, that zero armor protection factor makes Sherman tanks look good and that is hard to do in PG.

The end result was a draw as both sides achieved a minor victory. In retrospect I should have put more German Infantry on board 18 during setup and I think I might have been able to come away with a major German victory. I am not sure how the Soviets could do better but maybe linking up both battle-groups and tackling one map objective at a time.

It was a fun scenario to try and figure out, but it didn’t go the whole 48 turns, as at about turn 35 I didn’t see any benefit to either side in continuing the battle.

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