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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Second Kinersdorf
Road to Berlin #24
(Attacker) Germany vs Soviet Union (Attacker)
Formations Involved
Germany Kurmark Panzer Division
Soviet Union 1st Guards Tank Brigade
Display
Balance:



Overall balance chart for RtBr024
Total
Side 1 1
Draw 0
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 1945-01-27
Start Time 10:00
Turn Count 30
Visibility Day & Night
Counters 105
Net Morale 0
Net Initiative 1
Maps 4: 15, 17, 18, 19
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 123
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Inflict Enemy Casualties
Meeting Engagement
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Scenario Requirements & Playability
Road to Berlin Base Game
Introduction

Surging along the highway from Schwiebus toward Frankfurt-an-der-Oder, Gen. M.I. Katukov's 1st Guard Tank Army's spearhead, the tough 1st Tank Brigade, led the Soviet drive toward Berlin. On the Kunersdorf battlefield, site of Frederick the Great's 1759 defeat at Russian hands, the Kurmark Panzer Grenadier Division met them head-on in an attempt to blunt the Red Army's advance.

Conclusion

Though the Kurmark division had been thrown together only days before, it included many veteran formations and troops from the crack Grossdeutschland Panzer Grenadier Division. The attack stopped the Guards, though at a serious cost. Although the Soviets held the battlefield, they had to halt their advance for lack of fuel and disorganization in the wake of the tank battle. They would be attacked again before they could leave the historic Prussian site.


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)
  • 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.

Display Order of Battle

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

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 884

All Guards T-34/85 tanks should have AT fire values of 7-7.

(Shad on 2010 Dec 15)

Display AARs (1)

1st Guards Army Stopped in their Tracks
Author von wildensee
Method Solo
Victor Germany
Play Date 2011-12-28
Language English
Scenario RtBr024

Situation: Soviet 1st Guards Army have penetrated across the Oder River South of Berlin.

Mission: German - newly formed Kurmark division to stop Guards Army incursion and secure Western 2 of 4 Maps. Soviet - hold at least one of the two parallel East - West roads open from any impending Fascist attacks.

Execution: The Germans opted to split their ample forces in two, concentrating majority Panzer forces (incl Pz Vs) in the more open NW quadrant, and GREN forces with APCs, Armoured Cars and a handful PzIVs in the more thickly forested SW Quadrant. Main Goal for both pincers was solely to clear Sov's from W Maps.

The Soviet Guards' officers realized that their forces were too limited and decided solely on securing the Northern East - West road, leaving a small force in the town/forests in the NE map, the rest to deploy forward as soon as possible to secure the NW map portion of the road.

Aftermath: Despite overwhelming Sov airpower (Random Aircraft every turn), the Kurmark division badly savaged the pride of the Soviet Army (as happened historically at this first engagement). After realizing there were no Soviets on the Southern maps, the GREN's decided on a deep right hook to draw away some of the pressure from the NW quadrant.

The game was ended when it was obvious the Soviets couldn't press the fight, with the step loss count already at 43 Soviet - 20 German, and both Western Maps firmly in German hands.

Opinion: While fun, mainly due to the random presence of airpower, you will be hard pressed to win as the Soviet player. I did, however, opt for an aggressive initial Soviet drive which may have been their undoing. With all the turns allotted for this scenario it may be more advisable for the Soviets to adopt a defensive position and force the Germans to blunt their attack.

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