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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Luck of the 21st Panzer
Road to Berlin #32
(Attacker) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 21st Panzer Division
Germany Kustrin Supply Convoy
Soviet Union 44th Guards Tank Brigade
Soviet Union 47th Guards Rifle Division
Display
Balance:



Overall balance chart for RtBr032
Total
Side 1 3
Draw 1
Side 2 0
Overall Rating, 4 votes
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Road to Berlin
Historicity Historical
Date 1945-02-07
Start Time 03:30
Turn Count 24
Visibility Day & Night
Counters 159
Net Morale 0
Net Initiative 1
Maps 2: 18, 19
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 124
AAR Bounty 165
Total Plays 4
Total AARs 2
Battle Types
Exit the Battle Area
Meeting Engagement
Rural Assault
Urban Assault
Conditions
Off-board Artillery
Reinforcements
Severe Weather
Scenario Requirements & Playability
Road to Berlin Base Game
Introduction

Hastily issued new tanks and assault guns, rushed across Germany and unloaded on open sidings rather than at a station, Col. Hans von Luck's 1st Panzer Division received orders to immediately attack advancing Soviet forces and escort a supply convoy into the Kustrin fortress. Difficulties unloading the heavy vehicles on an open stretch of track, and roads clogged by refugees, delayed the start of the operation until the wee hours of the morning.

Conclusion

The 21st was a veteran well-led division with new equipment; but the Soviets fought tenaciously, while rain and mud helped slow the Germans as well. The attack failed to take Gorgast and the supply convoy had no road to Kustrin. The rains would only grow heavier in coming days, halting the Soviet offensive for several weeks - a precious pause of which the Germans would make little use.


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)
  • 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).
  • 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
Soviet Union Order of Battle
Army (RKKA)
  • Mechanized
Guards
  • Towed

Display Errata (7)

7 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 881

All Guards JS-IIs should have AT fire values of 8-8.

(Shad on 2010 Dec 15)
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 (2)

Panzer Victory
Author caryn (Germany)
Method Face to Face
Victor Germany
Participants unknown
Play Date 2010-02-26
Language English
Scenario RtBr032

Introduction

This is an excellent scenario, depicting the overwhelming difficulties facing the German defenders as well as the obstacles confronting their Soviet attackers. Getting the supply convoy through is for all practical purposes impossible, but the threat of it---that instant victory---is enough to shake a Soviet Commander. Failing that, it will take superior tactics and and Luck to pull off a German Victory.

The Plans

The Germans need to kill a lot of Soviets to hang onto the Town hexes and win. The convoy must also be run at some point, so running it should serve some purpose. For the Soviets, the major problems appear to be the weather and the distance, or put another way, time. The convoy is only a real threat if the Germans attack aggressively South to support it, in which case the chances of a Soviet victory are greatly increased.

The German Plan

The German plan is somewhat complicated, something I generally avoid, and it includes a feint, another ploy I rarely indulge in. In this case, I'm going to run the convoy from the very first turn, drive my mobile troops down to take the exit town, and move the rest of my forces into strong defensive positions where I can draw the Soviets onto my prepared defences. The convoy and the taking of the town are a feint. Unless the Soviet player is stupid---and this one isn't---there's no way he's going to let the convoy get through. What I'm hoping is that the sight of that instant defeat will cause him to disrupt his own plan and react to mine. My troops in the exit town (Gorgast, Hex 1208) will not even dismount; at the first sign of Soviet advance in strength, they will turn and run for their own lines, leaving rearguards to slow the inevitable Soviet pursuit.

The Soviet Plan

The Soviet Plan envisages two possibilities: a relatively static German defence, with the convoy not run; and a foreward defence, where the Germans drive South of the road and strive to keep the Red Army's Guards from interfering with the convoy. The Soviet's numerical advantage is offset by the long approach march, and the need to cover the possibility that the German Player will try the second alternative, as unlikely as that is (Soviet Military Intelligence has an excellent profile of the Oberst Luck's Chief of Staff). The Soviet Player decides on an advance on three axes, with major thrusts to either flank aimed principally at the town hexes North of the East-West Road. A smaller force, comprising mostly support units, will cut the road in the centre and move to assist either flank force as needed.

An Aside

This was the first Game in the East for the me, after a series of almost unremitting losses in the Desert War (playing the Commonwealth Forces in Desert Rats and Afrika Corps). Prior to this fight, I had won exactly one Panzer Grenadier scenario, that being the second "Young Fascists" fight, which was ground out with great difficulty. I am very conscious of casualties, and that was not a victory condition in many of the scenarios we played. I could take an objective, but rarely could I throw my troops at prepared defences without sufficient preparation, and this meant that time ran out on me; my losses were light, but I nearly always left a victory condition unfufilled. With the German Army in the East, I was in much better conditions. And it showed.

The Game

This was an overwhelming German Victory that went exactly according to plan. The immediate entry of the convoy, the capture of Gorgast (Hex 1208), and the great distance to be covered, panicked the Soviet Player into playing off-the-cuff. He threw the Soviet right flank foreward, leaving his supporting infantry behind, and ran his support force foreward to cut the road and attack the convoy proper. The Germans in Gorgast promptly departed as the Soviets drew up for an assault, leaving rear guards in the village itself and in the surrounding forests. armoured units deployed to take the road under fire, and the Jädgpanzer IV settled into a crossfire position. The convoy was duly intercepted and several trucks shot up. Important Leaders drawn for the convoy thereupon turned around and drove back to the large town on the German right flank, adding their support to the German forces of 21st panzer driving into the town. The Soviet player dawdled about shooting trucks---albeit ones loaded with supplies---instead of advancing to hit the Germans on the Soviet right flank and prevent them establishing a strong defence in advance of the Eastern town. As a result, the germans were in an excellent position by the time the Soviets were close enough to start threatening any of the German positions.

By the mid-point of the game, not a single step of Soviet armour of any kind remained in play. The highest-ranking, and next-highest-ranking, Soviet Leaders had been killed, their Rifle platoons had been badly shot up, and they had managed only to re-take Gorgast and inflict light casualties on the Germans, none of which were panzer units. As the German counter-attack got under way, the Soviet Player conceded.

Conclusion

The Germans had set up terrific defensive postions with mutually-supporting fires, which kept enemy Rifle platoons at arm's length and inflicted crossfire shots on Soviet armour. The late-war panzers were equal to Soviet armour, and unlike the 2-Pdr of the Commonwealth Desert forces, the 75mm L/48 and L/70 KwKs hit hard. The Soviet Player, panicked by the possibility of the convoy getting through, abandoned his plan and simply sent his units as fast as they could move at the Germans in Gorgast and at the convoy. This diverted his armour from the important German right flank with fatal results. There is no question the Germans would have driven the Soviets back, certainly recapturing Gorgast. The convoy actually retained enough vehicles to qualify for a win, but they could not have exited the board in time. Still, historically it would have been a devestating defeat for the Soviets, and doubtless won the Soviet Player a command in a penal brigade.

0 Comments
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Road to Berlin, scenario #32: Luck of the 21st Panzer
Author JayTownsend
Method Solo
Victor Germany
Play Date 2011-05-10
Language English
Scenario RtBr032

Not a bad scenario, as about half the scenario the visibility is one hex and increases to about 6 hexes by the end of the game but the movement is crawl, with mud and rain. There is another option for the Germans to win this, by bring on a convoy of supply trucks by turn four or after and exiting them off the other side of the map, so the Soviets must load up some armor with SMG Infantry and block the east-west road until the rest of the army crawls through the mud. Once this happen the next victory conditions each side can make, are who controls the most town hexes North of the east-west road but the Germans will get there first and by the time the Soviet Infantry is again in fighting formations, the Germans can spot them but the Soviet do have great numbers. I found the whole scenario somewhat interesting but there is no way the Germans will exit the supply trucks but they did hold off the Soviets from controlling to many town hexes, but what a bloody fight the Soviet armor was really shot up. The Germans took their losses as well but in the end they controlled a few more town hexes for a minor victory. The maneuvering due to the weather and special scenario rule for this, did make it frustrating at times. So for that reason, I’ll give it a 3 out of 5.

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