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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Gran Intermezzo
Road to Berlin #37
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 44th Infantry Division
Germany 503rd "Feldherrnhalle" Heavy Panzer Battalion
Soviet Union 25th Guards Rifle Division
Display
Balance:



Overall balance chart for RtBr037
Total
Side 1 2
Draw 0
Side 2 1
Overall Rating, 3 votes
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Road to Berlin
Historicity Historical
Date 1945-02-19
Start Time 23:30
Turn Count 20
Visibility Night
Counters 73
Net Morale 0
Net Initiative 0
Maps 2: 17, 20
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 100
AAR Bounty 171
Total Plays 3
Total AARs 1
Battle Types
River Crossing
Road Control
Rural Assault
Urban Assault
Conditions
Minefields
Off-board Artillery
Severe Weather
Scenario Requirements & Playability
Road to Berlin Base Game
Introduction

The fall of Budapest on 11 February had released a number of Soviet formations, which gathered north of the Danube. Operation South Wind was designed to throw them back over the Gran River, and by achieving surprise the Germans did just that. The attack continued, with a daring night assault on a small Soviet bridgehead at Kemend, about six kilometers north of the Gran's junction with the Danube. No other bridges stood between Kemend and the bigger river, making it a key German goal to seal off this potential invasion route.

Conclusion

Soviet minefields stopped the German attack cold, as the Tiger commanders proved unwilling to advance until the engineers could assure them of mine-free routes. The fighting along the Gran would continue for another week, presaging even more combat in Hungary for Germany's rapidly-dwindling elite forces.


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
  • Self-Propelled Artillery: do not provide the +1 Assault bonus, even if closed-top (SB)

Display Order of Battle

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

Display Errata (2)

2 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 63

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

(Shad on 2010 Dec 15)

Display AARs (1)

Gran Intermezzo RTB #37 or Dance of the lumbering Tiger
Author PatC
Method Solo
Victor Germany
Play Date 2013-12-15
Language English
Scenario RtBr037

The Allies set up in a forward position with mines around the western most village. The mines were set in an attempt to channelize the Axis movement. It did. Right down the Soviet throat.

The Axis flowed through the channel led by the lumbering and all but invincible Tiger IIs. Axis ATG fire was totally ineffective. Even the one crossfire bonus shot the Allies managed was way off the mark. This stack along with some close infantry and artillery support were crushing everything before it. Allied artillery and mortars did have an effect in slowing this juggernaut down but never stopping it.

In desperation the Allies assaulted the stack of Tigers with three platoons. Two were Inf and a HMG with the best leader on the board, an 11-1-1 Guard Capt. This assault succeeded in eliminating one step of Tigers with the other step from the platoon becoming demoralized. In Addition an additional Tiger platoon became demoralized in this same assault. These two units were then out of the advance for a number of turns. This left just one Tiger II along with the other supporting units to keep up the narrow front attack. Despite the fact that ultimately the whole Allied assault force was eliminated including the 11-1-1 Leader, it was not enough to curb the Axis advance.

The axis used their direct fire and artillery to soften Allied units for assault with the remaining Tiger platoon coupled with a couple of Gren platoons and a Good Capt. and Lt. with combat and moral modifiers leading the assault. Now that the minefield had been breached the Allies were really on the run.

Although they could sometimes harass the Axis advance with their artillery and mortars they could not stop it. The Axis had a couple of lucky rolls with a artillery fire snake eyes knocking out two steps, one an ATG/Artillery. Then in assault the Axis inflicted a 3 step loss rolling on the 30 column. That is 5 steps with just two rolls. OUCH!

The Allies did prevent the Axis from getting to the bridge and held one village hex at game's end. A sort of moral victory I guess. But the Axis came away with a minor victory but with the lopsided 22 to 2 step advantage. This would have been much better if as the Allies I had set up differently or with more skill would be a more accurate description. Despite my muffed setup I'll give this scenario a 3. It was fun to play and has many options for both sides.

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