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!
Oder Flood
Road to Berlin #27
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 25th Panzergrenadier Division
Soviet Union 19th Mechanized Brigade
Display
Balance:



Overall balance chart for RtBr027
Total
Side 1 5
Draw 0
Side 2 0
Overall Rating, 5 votes
5
4
3
2
1
2.8
Scenario Rank: 836 of 940
Parent Game Road to Berlin
Historicity Historical
Date 1945-02-02
Start Time 10:00
Turn Count 24
Visibility Day
Counters 48
Net Morale 1
Net Initiative 2
Maps 2: 20, 21
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 93
AAR Bounty 171
Total Plays 5
Total AARs 1
Battle Types
River Crossing
Urban Assault
Conditions
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Road to Berlin Base Game
Introduction

Along the line of the Oder River, the Germans attempted to halt the Soviet advance and keep them out of the German heartland around Berlin. After the line stabilized, Red Army reinforcements began at first forcing and then enlarging bridgeheads over the river. At Genschmar, troops from 2nd Guards Army entered a small bridgehead and began probing to the west. A German counter-attack force quickly flung themselves on the invaders.

Conclusion

The Soviets advanced past the dike but were driven back by the German attack. After heavy fighting along the dike, sometimes hand-to-hand, the Germans could not break through the barrier and reeled back. They had kept the Soviets from expanding their bridgehead, but they could not wipe it out. Soon the Red Army would ferry more tanks over the river and make a new attempt.


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
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)

Display Order of Battle

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

Display Errata (4)

4 Errata Items
Scen 27

In the German setup, 9 INF should be 9 GREN.

(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 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(Shad on 2010 Dec 15)
Overall balance chart for 951

The reduced direct fire value in Kursk: Burning Tigers is 4-4.

(plloyd1010 on 2015 Jul 31)

Display AARs (1)

Battle for the Oder Bridgeheads Cont'd - Scen 27 "Oder Flood"
Author von wildensee
Method Solo
Victor Germany
Play Date 2011-11-26
Language English
Scenario RtBr027

The Soviets coninue to press for spots along the Oder to establish Bridgeheads for their final assault on Berlin - here advancing over 1 km over the Oder Dike (the hexes connecting Maps 20 and 21), and the Germans are desperate to throw them back.

German Initial Plan: send small detachment to tie down the Soviet forces in the small town West of the Oder dike, while main force will push Eastwards through Northern forest to assault and clear off the top of the dike, thus controlling the high ground in the centre of the battlefield. Then mop up Soviets stranded in the Western town, consolidate forces and finally eliminate Bridgehead on Eastern map.

Soviet Initial Plan: Purely defensive, Soviets are outnumbered. Hold on to Dike Hexes, especially in the North as this is logical approach for Germans through the Northern forest. Infiltrate town West of Dike, hold and allow Germans to counter attack until numbers are bled dry.

Battle: Phase 1: The Germans concentrated on securing the Lvl 2 heights in North West Corner of map 21 with HMG, Mortar and AT Gun to cover any possible advance by Sov T-34. Once Germans sped into Northern town hex map 21 they concentrated on sending Assault force through Northern forest to assault Dike hexes. Small detachment sent to Southern town hexes where Soviets had managed to infiltrate with SMG/Lt/HMG and T-34.

Phase 2: Assault on Northern Dike - after securing forest, Geman HMG/AT detachment on NW heights relocated to N town hex to support assaults on Dike and cover poss breakout of T-34 from stalemated assault in town to the South. While in theory OK, at this scale this means HMGs are firing from over 1 km (5 hexes) at dug-in position on the elevated dike! Ineffectual! Bloody assaults on Sov units dug in on dike end up taking the majority of the game.

NOTE TO SELF: hex scale can be deceiving and must be thought of in real time measurements! :)

Phase 3: Clearing of Western Map 21 - once it is apparent his Grenadiers have the dike battle in hand, the Oberstleutnant takes a detachment of Grenadiers to help the Leutnant keeping the Sov forces in the Southern town West of the Dike in check. Success! All are driven out. Soviets realize that a minor German victory is now inevitable, and retreat (mostly demoralized) back to the Oder to bolster the forces defending the bridgehead to await Soviet reinforcements and deny the Germans a major victory.

Result: Minor German Victory, as in real life, the Germans threw the Soviets back across the dike, but failed to eliminate the Bridgehead.

Comments: this game was played over the span of a couple of weeks, the life of a Colonel who has to ask for a cease fire to go to his day job and be with his kids etc. Luckily the Soviets were in no hurry to press on! ;)

I would have given this game a 4 if not for some ambiguity in the scenario I felt existed. For instance, had the T-34s opted to do so, by the Victory conditions all they really had to do to deny the Germans a victory is remain unscathed for the game and at the last possible minute scoot across to the West. As well, the Germans opted to assault across the spine of the dike from North to South, and it was unclear what movement costs/ terrain effects for combat etc this would have, although I settled on it being as though clear for all intents and purposes.

On to the next battle!

0 Comments
You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!
Page generated in 0.197 seconds.