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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Night of the Swabians
Road to Berlin #29
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 119th Panzergrenadier Regiment
Germany 25th Panzer Division
Germany 25th Panzerjäger Battalion
Germany 5th Panzer Battalion
Soviet Union 1054th Rifle Regiment
Display
Balance:



Overall balance chart for RtBr029
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Road to Berlin
Historicity Historical
Date 1945-02-04
Start Time 18:30
Turn Count 28
Visibility Night
Counters 93
Net Morale 1
Net Initiative 3
Maps 4: 15, 17, 18, 19
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 120
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Surprise Attack
Urban Assault
Conditions
Off-board Artillery
Scenario Requirements & Playability
Road to Berlin Base Game
Introduction

Recently arrived from the Western Front, the 25th Panzer Grenadier Division had been flung into action as it arrived. Once the division staff had its bearings, they gathered their armored elements together for a night attack on the Soviet bridgehead over the Oder around Gieshof. The 301st Rifle Division had crossed the river several days earlier against minimal opposition and its command did not expect a spirited counter-attack

Conclusion

The Soviets, taken by surprise, fell back in disarray and the Germans secured Gieshof. Fighting would continue in the area for two more months as the Germans struggled to hold the river line and the Soviets recovered from their rapid advance across Poland. It would be soldiers of the 301st who raised the hammer and sickle over the Reich Chancellery in late April.


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
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
  • Self-Propelled Artillery: 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).

Display Order of Battle

Germany Order of Battle
Heer
Soviet Union Order of Battle
Army (RKKA)
  • 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 47

All SPW 251s have an armor value of 0.

(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)
Overall balance chart for 993

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (1)

Battle for the Oder Bridgeheads Cont'd - Russians evicted from our Sektor! Und you?
Author von wildensee
Method Solo
Victor Germany
Play Date 2011-12-11
Language English
Scenario RtBr029

Scen 29 is an interesting scenario - to play solitaire. It would be almost impossible to play FtF as by the Special Rules the Sovs are stuck in place until a German unit moves within two hexes, or fires within 4, which is why I only gave it a 3 rating.

German Plan: The Germans decided to conduct this in three phases, Ph1 - Clear the two Northern maps, Ph 2 - Clear SW map 18, then Ph 3 - Consolidate and secure all town hexes SE map 17.

The 4 x PzIVs, and 3 x PzVs will remain as a "firebrigade" in the Northern two maps, ready to push South as required and also for a Ph 3 drive into the extreme East of SE Map 17 and then fight West to meet the forces fighting East from SW Map 18.

As German Major Victory conditions consist of holding all towns in SE Map 17, the most resistance is expected in Ph 3.

Russian Plan: The Russians decide to concentrate all forces SW Map 18 and SE Map 17, otherwise they would be spread too thin holding the Northern towns.

Added Special Rule for the Russians, when spotted (Vis 1 hex for entire scenario), roll 1d6 for actual placement.

AAR: As it was historically, the Germans won a major victory here, managing to secure all hexes with only the loss of a StuG Platoon, a GREN Platoon, and a couple of SdKfz 251s.... Albeit with only 15 minutes to spare!

German victory was never in doubt, the Russians were just too tied to their positions, all that was ever in doubt was whether I played efficiently enough to ensure a Major Victory.

Opinion: As a learning scenario (my fourth game) this was great for managing large forces, breaking through bottlenecks and learning all the ins and outs of assaults. Probably not an exciting scenario for very experienced players, however.

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