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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Szekesfehervar Airport
Road to Berlin #19
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 3rd SS "Death's Head" Division
Germany 509th Heavy Panzer Battalion
Soviet Union 237th Tank Regiment
Soviet Union 63rd Mechanized Brigade
Soviet Union 93rd Rifle Division
Display
Balance:



Overall balance chart for RtBr019
Total
Side 1 0
Draw 0
Side 2 5
Overall Rating, 5 votes
5
4
3
2
1
4.6
Scenario Rank: 3 of 940
Parent Game Road to Berlin
Historicity Historical
Date 1945-01-20
Start Time 08:00
Turn Count 30
Visibility Day
Counters 187
Net Morale 1
Net Initiative 3
Maps 4: 17, 18, 19, 21
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 143
AAR Bounty 153
Total Plays 5
Total AARs 4
Battle Types
Airfield Control
Urban Assault
Conditions
Off-board Artillery
Severe Weather
Terrain Mods
Scenario Requirements & Playability
Road to Berlin Base Game
Introduction

Szekesfehervar, known to the Germans as Stuhlweisenburg, was the largest city between the German lines and Budapest. Capture of its airport was considered a top priority to both deny the facilities to the Red Air Force and make them available for Luftwaffe air support. Just where the Luftwaffe would find the planes to fly from Szekesfehervar, no one could say for certain, but the airport remained a major objective of the Konrad III offensive.

Conclusion

With the aid of the Tigers, moving very slowly through the snow, the Germans captured the airfield. The Soviets fought bitterly for every foot of ground, and the German offensive was already loosing steam. With the garrison of Budapest near collapse, the German high command pushed their panzer divisions forward heedless of losses.


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).
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.
  • 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
  • Mechanized
  • Motorized
Soviet Union Order of Battle
Army (RKKA)

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 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 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 (4)

Too Slow Tigers
Author TheDoctor
Method Solo
Victor Soviet Union
Play Date 2010-01-11
Language English
Scenario RtBr019

A very good scenario, definitely worth a replay. The Tiger II's move to the North, while a motorized column moved to the West. The end result was a complete destruction of ALL Soviet units on all boards but those on Board 24. The Soviet's played a good defense, and in the end it paid off with, the SS just making their way onto Board 24. Recommended to those looking for a decent sized scenario, but the time limit have the SS caught in a tricky position.

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SS just a bit too slow
Author Poor Yorek
Method Solo
Victor Soviet Union
Play Date 2010-04-23
Language English
Scenario RtBr019

Russian set-up mostly prescribed, but choices as to whether to set up more numerous, but smaller road-blocks or fewer, but stronger ones. Board 21 set-up must protect the "airport" from any of the three (see below) possible German attack axes.

Germans have three attack routes: (1) N to board 17, then E through 17 to 21; (2) E through 19 and 18, then N to 21; or NE 19 to 21 directly. This latter is sluggish due to heavy snow.

The German attack was in hindsight too slow to develop and too methodical. Although essentially every unit of the 93rd Rifle division was eventually destroyed (save for a few that fled due to demoralization), the Germans simply ran out of turns and only barely reached board 21 by game end.

Russians benefited from: (1) A (very) lucky assault by a crazed LT and two RIF platoons against a pair of Tiger II platoons; said LT posthumously awarded Order of Lenin and (2) a sharp-eyed captain who, from a 40-m hex on Board 21, could follow and call in OBA on the German advance essentially all the way in from entry.

The step-loss count was fairly close (and high), though the Russians went from about a 1.5:1 deficit to almost 1:1 by the end, due to the German player having to race in some PzIVs and V's past the last gauntlet of JSII hoping to reach the airport.

I'm quite convinced now that had the German player in this scenario more experience, a replay of this scenario would find the Russians very hard pressed to hold the airport. Still, this was a fascinating scenario with dashes followed by town assaults. The Russian player gets to watch a vast number of brave, but doomed RIF platoons get crunched, but he trades blood for time/terrain.

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Louis CK airport
Author patman
Method Solo
Victor Soviet Union
Play Date 2011-11-25
Language English
Scenario RtBr019

I finished this one quite a while ago and hadn't written a report, so here goes. This scenario is by far the largest I have played, and it really brings out the fun in the system. Big-ass late war tanks going up against each other in the snow! The Tigers lumber onward, rotating overwatch duties to keep the JS tanks at bay in the forests. Huge infantry battles for the border towns. Ultimately, the Germans were slowed down enough that they couldn't quite get enough mass to bear on the airport at the end, where several large JS tanks were waiting for all comers. Overall, an excellent scenario.

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Death in the snow
Author CraigA
Method Solo
Victor Soviet Union
Play Date 2016-11-24
Language English
Scenario RtBr019

Another big scenario for this one, and with snow and big slow tanks it was a bloodfest!

The Russians are forced to split their forces somewhat so it was mainly infantry and AT Rifles in the woods, but with Gun support as well. Around the airport were the excellent tanks with some infantry dug in. The Russian position was formidable indeed.

The Germans attacked from the South East and immediately hit the Russians in the villages. Again as in the last game this caused a bit of a bottleneck for a while. Both sides caused casualties at this point but by 9.00am the villages were cleared. At this point the German tanks were heading north on the road and not against too much opposition. It was soon found by the Germans that the trucks were useless and so foot transport was required.

Now both the infantry and tanks hit the main Russian line and mayhem ensued. Massive losses on both sides and the German attack really bogged down fairly early. Despite this a section of Tigers made it to the Airport only to be destroyed before support arrived.

All in all a excellent game. I like the shorter scenarios as you have a real sense of pressure when attacking and hope when defending, and especially with the Fog of War rules.

Now to a smaller one hopefully

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