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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The Potato Fortress
Road to Berlin #43
(Attacker) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 1st KS Potsdam Grenadier Regiment
Soviet Union 39th Guards Rifle Division
Display
Balance:



Overall balance chart for RtBr043
Total
Side 1 3
Draw 0
Side 2 2
Overall Rating, 5 votes
5
4
3
2
1
4.4
Scenario Rank: 17 of 940
Parent Game Road to Berlin
Historicity Historical
Date 1945-03-12
Start Time 08:00
Turn Count 20
Visibility Day
Counters 57
Net Morale 0
Net Initiative 0
Maps 3: 15, 17, 21
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 99
AAR Bounty 159
Total Plays 5
Total AARs 3
Battle Types
Breakout
Conditions
Entrenchments
Off-board Artillery
Scenario Requirements & Playability
Road to Berlin Base Game
Introduction

Piece by piece, the Kurmark Panzer Grenadier Division took control over so many small ad-hoc battalions and regiments that it approached the strength of some of the German armies deployed at the front in the Spring of 1945. Among these were regiments of officer school cadets, highly motivated and usually combat-experienced young soldiers. One of these had been assigned to the village of Wuhden just south of Reitwein and west of the Oder. When Soviet troops surrounded them there, the division commander, Col. Willi Langkeit, ordered the cadets to break out. Adolf Hitler personally countermanded Langkeit's order, declaring Wuhden a "fortress" to be held to the last man, its importance due to the key military facility located there. The "facility" turned out to be a barn holding several tons of potatoes slated for the Army commissariat. Having already ignored numerous "Fuhrer Orders" to execute his own troops for cowardice, Langkeit tossed this latest into the fire as well and confirmed the order for the cadets to make their way out of town.

Conclusion

The Germans ate the last potatoes, then broke out of Wuhden. They managed to reach their own lines, but not without the loss of 80 percent of the cadets. Langkeit continued to file fictitious reports of the heroic resistance of Fortress Wuhden for the next four days, at the end of which Hitler ordered the garrison to blow up the "facility" and break out. The Greatest General of All Times also directed the immediate commissioning of every survivor as a lieutenant. The division commander manufactured a suitably heroic tale of the escape for his Fuhrer, who tacked on two weeks leave as a reward for each survivor.


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

Display Order of Battle

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

Display Errata (1)

1 Errata Item
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)

Display AARs (3)

...running like crazed ferrets...
Author Shad
Method Solo
Victor Germany
Play Date 2009-03-07
Language English
Scenario RtBr043

Shad's Note: I'm dumping in a bunch of my old BGG AARs. If you've followed my "work" on BGG then you've read these before...

SETUP CONSIDERATIONS

Because the Soviets must equally divide their forces between the two boards, the Germans - at least in the beginning - are roughly evenly matched as they attempt a breakout. The Soviets get a fair bit of artillery (26, 24 OBA, and 10 if placed intelligently) but the Germans will be rushing right past them so friendly-fire risk will likely restrict opportunities there. The Su-76 will be a pain in the ass, but in open terrain it moves just as fast (or slow) as infantry (7MP / 2 in Clear) so if the Germans can get behind it, they have a chance. German morale is also freakishly high - 8 for reduced platoons! - owing to their determination to break out, so they can still run through the gauntlet and have a chance.

This was solo play, so I had plenty of time to consider my setups. As the Germans I elected to entrench the 2 AT guns on the main East-West road to prevent the eastern half of the Soviet army from catching up with me too quickly. The Germans lack wagons/trucks so those guns are gonna die anyway.

With the remainder of my forces, I sent the HMGs and 2 GRENS to the south and kept the remaining 6 GRENS in the north, dividing the officers more or less equally among them.

As the Soviets, I placed my western artillery centrally to cover both exit paths, countered the southern force with one of equal deployment, and loaded up the north with the armor and remaining 6 INF. All units on the eastern map were placed as close as possible to the edge and tasked with simply catching up before everything was conclusively resolved...

BATTLE BEGINS

The scenario lasted 11 turns before the outcome was no longer in question. The southern force came charging slowly ahead (2MP HMGs...) and simply ran right past the Soviet platoons tasked with stopping them. One GREN platoon was lost along the way, but the 3 remaining units all managed to exit the board. The Soviet commander (also me!) made a serious tactical blunder here - he expected to stop the enemy with Direct Fire, not respecting the 9/8 morale's potential for bullet-dodging. The Germans danced through 2 or 3 turns of incoming fire without firing a shot in return, and then were out of range and gone. Oops.

In the north, learning from his mistake, the Soviet commander ordered all units out of their town & forest positions and into the clear to stonewall the advancing Germans. Body-counts were irrelevant, after all.

One particularly lucky German GREN & Officer managed to elude repeated pointblank & opportunity fire to exit to safety, but the remaining 5 units couldn't break free. By Turn 11 only 2.5 steps and 1 officer remained and the Soviets from the eastern deployment had reached the scene and encircled the enemy. The Germans surrendered and were promptly shipped off to Siberian deathcamps.

Shad's Conclusion

The three southern units escaped with relative ease, but the fourth from the northern contingent was unbelievably lucky. There is definitely room for either side to win, depending on approach. I would be curious to play it again with all the Germans formed up together trying to blast their way through rather than just running like crazed ferrets. Nevertheless, I enjoyed this short scenario immensely, and recommend it for both solitaire & face-to-face play. These sorts of interesting bits of WWII lore are what really make Panzer Grenadier great in my eyes...

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Spud Guns or Schmeissers
Author Retiredgrunt17
Method Solo
Victor Soviet Union
Play Date 2018-01-27
Language English
Scenario RtBr043

This looks at first glance to be badly imbalanced. This proves not to be the case in play. But the Germans have crazy high morale. So the Germans move north as a concentrated force, leaving the ATGs to provide some cover from the Soviets chomping at the bit behind them. Due to the high morale, Soviet opfire and DF was ineffective, OBA disrupted 2 platoons. The Soviets were able to mire the Germans in assault, even though the Soviets took a beating. This lasted just long enough for the other half of the Soviet force to arrive. The slaughter was great and the Germans annihlated, with the Soviets having only 1/4 of their infantry left. Soviet win.

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Go Get 'Em, I'll Be Right Behind...
Author Matt W
Method Solo
Victor Soviet Union
Play Date 2012-08-13
Language English
Scenario RtBr043

A beseiged battalion of highly motivated Germans must escape their encirclement by two Soviet Guards battalions. Helping the Germans is a ridiculous 9/8 morale level compared to the Soviet 8/6.

Having read over Shad's AAR I decided to try a mass breakout with nearly my entire mobile force. By turn 3 this looked to be a tremendous choice despite some poor luck with morale checks on Soviet artillery strikes. Then I found that even highly motivated skilled troops have limitations. First, on turn 4 the German major was captured, decapitating the force and sticking them in place for the following turn (since they were compact in their attempt to break out. This left them as sitting ducks for the Soviet artillery.

The troops stood the shelling quite well and those troops in assaults continued to whittle away at their Soviet counterparts exceptionally well. Indeed, in combat the Germans were clearly superiod and if losses were to be factored into the victory we would have been looking at a German victory. However, escape was the only criterion and here the immobilization from the decapitation was a significant annoyance.

Still it appeared as though the Germans would still get the bulk of their force off the board, until the leaders with the shelled troops apparently decided that it would be better to run away into the woods than to stay with their troops (failed DEM recoveries on two key leaders). This led to the remainder of the scenario being consumed with attempts to get lone leaders back to the abandoned troops. The final loss tallies for the Germans were 7 steps and 4 leaders lost, three in the attempts to get back to the units.

Finally the lagging HMGs and their captain were able to bust through to the abandoned troops and the assaults which had been initiated on turn 3 resolved in favor of the Germans (6 German GREN steps causing 9 step losses to the Soviets alone). At this point, however, the Soviets from the following force had made it to blocking positions and used pinning assaults to immobilize the Germans within 4 hexes of exit. The last two mobile units were caught in the open by artillery and turned into mulch.

I only rated this one a "3" but I believe that my rating was highly flavored by the immobilization of the Germans. I did get one unit off the board so it wasn't a Soviet major victory but frustration at my cold footed German leaders was a major portion of the rating.

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