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
Errors? Omissions? Report them!
Guards and Tigers
Road to Berlin #22
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 3rd SS "Death's Head" Division
Germany 509th Heavy Panzer Battalion
Soviet Union 1st Guards Mechanized Brigade
Soviet Union 9th Guards Tank Brigade
Display
Balance:



Overall balance chart for RtBr022
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 1 vote
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Road to Berlin
Historicity Historical
Date 1945-01-24
Start Time 07:00
Turn Count 30
Visibility Day
Counters 132
Net Morale 1
Net Initiative 2
Maps 4: 15, 16, 19, 21
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 131
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Terrain Mods
Scenario Requirements & Playability
Road to Berlin Base Game
Introduction

Having repelled the attacking Tigers, the Soviet 5th Guards Cavalry Corps called on nearby formations to aid in their counterattack. The 1st "Lenin" Guards Mechanized Corps, one of the Red Army's elite formations, filtered through the cavalry's lines to strike the SS spearheads. The spoiling attack was designed to disrupt the Germans and prevent further offensive action.

Conclusion

The Guards came on three times, but the Germans gave little ground and the Tiger battalion claimed to have destroyed many enemy tanks. However, 1st Guards Mechanized Brigade remained combat-ready afterwards and the Guards had achieved their mission: after one final attempt the Germans went over to the defensive and remained in that posture for over a week, ending the threat to the Budapest siege lines from the south.


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

Display Errata (4)

4 Errata Items
Overall balance chart for 439

All SS 75mm IG guns are direct fire weapons (black), not indirect (white).

(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 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)

The Air Force tips the balance
Author waynebaumber
Method Solo
Victor Soviet Union
Play Date 2022-05-31
Language English
Scenario RtBr022

This 30 turn 4 mapper scenario has elements of the Deaths Head SS division with supporting Army King Tiger tanks defending two towns against Soviet Guards units. The Red Army has good armour support and lots of lease lend halftrack to throw at the defending Germans plus aircraft every turn. The Soviets need to capture the majority of town hexes for a minor victory. The main attack was on the easterly town initially, the westerly town being well defended by an 88mm A/A gun and two King Tiger Platoons. The Russians suffered heavy casualties from well placed A/T guns and initially the attack faltered but the Soviet commander leading from the front rallied his troops and managed to break through the German first line of defence though he was killed in the attack. Meanwhile Soviet aircraft where roaming the skies where they had been tasked to destroy the German armour, this they succeeded doing by GT20. The King Tigers had destroyed several T34's and M3's but had no answer to the Jabo's which constantly harassed them. The first assault on East Town had been ill co-ordinated and was beaten back with three step losses and two more officer casualties. However with the Tigers gone the T34's and M3's could assist the Red Army INF in a further assault on East Town and the first attack on West Town, both these attack succeeded in breaching the perimeter of the town defences and by game end had captured a majority of the two towns. I believe this scenario has not been played before, which is surprising has its fairly standard PG Eastern Front action. The Soviet have a fair amount of time in this one and should be able to prevail if they follow the tactics outlined above.

0 Comments
You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!
Page generated in 0.231 seconds.