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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South of Warsaw
Road to Berlin #16
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 25th Panzer Division
Soviet Union 45th Guards Tank Brigade
Display
Balance:



Overall balance chart for RtBr016
Total
Side 1 3
Draw 1
Side 2 1
Overall Rating, 6 votes
5
4
3
2
1
2.33
Scenario Rank: 918 of 940
Parent Game Road to Berlin
Historicity Historical
Date 1945-01-15
Start Time 22:00
Turn Count 48
Visibility Night
Counters 90
Net Morale 0
Net Initiative 0
Maps 3: 17, 18, 20
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 115
AAR Bounty 159
Total Plays 5
Total AARs 3
Battle Types
Bridge Control
Inflict Enemy Casualties
Meeting Engagement
River Crossing
Road Control
Conditions
Off-board Artillery
Reinforcements
Severe Weather
Terrain Mods
Scenario Requirements & Playability
Road to Berlin Base Game
Introduction

Bursting out of the Magnuszew Bridgehead over the Vistula River south of Warsaw, the 2st Guards Tank Army drove toward the Polish cities of Lodz and Poznan. The German 4th Panzer Army, having lost the Vistula line, hoped to halt the Soviet advance along the Pilica River. But they would have to reach the river and form a line before the XI Guards Tank Corps got there in strength.

Conclusion

The Germans launched repeated counter-attacks, hitting the Soviets at least five times during the course of the night. But heedless of losses, the Guards plunged into the icy Pilica and fought their way across. Barely holding onto the west bank as daylight came, fresh troops from the corps' second tank brigade provided both a material and spiritual lift. With renewed energy, the Soviets forced the Germans into full retreat


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).
  • 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
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable

Display Order of Battle

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

Display Errata (5)

5 Errata Items
Scen 16

There are not enough Soviet Guards SMG or T34/85 units. The counter mix is short by one for SMG's and two for the T34's.

(vince hughes on 2011 Mar 04)
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 881

All Guards JS-IIs should have AT fire values of 8-8.

(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 (3)

Road to Berlin, Scenario #16, South of Warsaw
Author JayTownsend
Method Solo
Victor Germany
Play Date 2010-01-01
Language English
Scenario RtBr016

This was another interesting battle from Road to Berlin. The Russian beat the Germans to the Bridge hex, but at night, the Germans were able to take advantage of the situation and basically destroy the Russians first force, pushing the small remnant into the woods with nothing to do but wait for reinforcement to arrive, as they were far too weak without them. Next the Germans went on an aggressive defense by placing armor far ahead into two forces, into two layers of ambush defensively, waiting on the Russian reinforcements. The Russian Reinforcements didn’t arrive until almost turn 0715/turn #37. Now visibility was up 8 hexes followed by 10 the next turn, perfect for the Germans plan. It was an armored battle but left the Russians with very little armor and only truck mounted Infantry to make it all the way across two boards, to attack a well defended town and some German armor still alive. No chance, I throw in the towel for the Russians with 7 turns left and the Germans to celebrated a major victory!

This was actually played out like two separate battles. I knew the Russians were in big trouble when the first group was ground up but when the first JS-2 from the second group was shot at the entry point by a couple platoons of Panther tank, it was a sign of the beginning of the end. I should have sent Infantry to assault them in the town hex first. My play as the Russian was poor and my dice rolls for the Germans was hot, as normally, I think the Russians would have the advantage here.

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Stalemate
Author waynebaumber (Soviet Union)
Method Face to Face
Victor Draw
Participants vince hughes (AAR)
Play Date 2011-03-04
Language English
Scenario RtBr016

This scenario is a contested river crossing at night with T34/85s, Panthers and Russian Guards units. Sounds exciting, but its not. Both sides race for the bridge unhindered by fire as there is only one hex range to LOS. Whoever wins the second initiative will get to there first and if that is the Germans then the Soviet forces will struggle to win this game. If its the T34's then the Germans will struggle to win. In my FtF game the Red Army got to the bridge, the Germans counterattacked and although cleared the hex adjacent to the bridge suffered some losses, the Soviets in turn tried to move over the icy river with inf and HMG units and also suffered losses. Both sides then dug in, the Soviets to wait for 27 turns for their reinforcements the Germans to wait for the onslaught. We both looked at each other after about 5 turns and agreed that this was a boring way to spend a couple of hours and called it a draw. I note Vince has given this a 1, I give it a 2 rating because there may be some game play we both missed.

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If You Want To Commit Suicide, Make A Move
Author vince hughes (Germany)
Method Face to Face
Victor Draw
Participants waynebaumber (AAR)
Play Date 2011-03-04
Language English
Scenario RtBr016

This was played against Wayne Baumber and for me at least, attains that rare score I hate giving of just 1 point !

I have little to say about it really other than that our game boiled down to whomever stuck their neck out in the dark would get blown to bits. Both sides tried it once and both sides got burnt.

Then, both sides dug-in seeing the futility in any attack, though the Germans did send some troops east across the river to block off the road against any future Soviet reinforcements, and that was about that.

The scenario demands 34 x 1 hex visibility night turns followed by just 14 slowly getting lighter turns. With a 1 hex distance of sight, it means any potential attacker will have to move adjacent to the enemy and take a shot or two at point blank range..... few peoples choice of the offence.

Made me think that maybe their should be a chance of unspotted night movement, say a 1-2 on a dice, but that enters the realms of changing per taste of player.

Anyway, with a complete Mexican stand-off, the game ended in a miserable and quite frankly, waste of time draw. Avoid unless playing solo and you are happy to throw one side to the lions !

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