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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Guards Meet Guards
Road to Berlin #47
(Attacker) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 1st SS "Leibstandarte Adolf Hitler" Division
Soviet Union 99th Guards Rifle Division
Display
Balance:



Overall balance chart for RtBr047
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
5
Scenario Rank: --- of 940
Parent Game Road to Berlin
Historicity Historical
Date 1945-03-20
Start Time 07:00
Turn Count 34
Visibility Day
Counters 196
Net Morale 1
Net Initiative 0
Maps 4: 15, 18, 19, 21
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 149
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Inflict Enemy Casualties
Meeting Engagement
Rural Assault
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Severe Weather
Scenario Requirements & Playability
Road to Berlin Base Game
Introduction

The 1st SS "Adolf Hitler Life Guards" Panzer Division had been sent to Hungary to help spearhead a mighty new offensive against the Soviets. But heavy snow and thick mud slowed the panzer divisions, and when the Soviets made their counter-stroke, they spearheaded it with rifle divisions advancing on foot.

Conclusion

The two divisions met head on and engaged in a fierce struggle, with both sides suffering heavy casualties. Despite Soviet advantages in firepower and air support, fanatical SS resistance held up the advance and enraged Soviet Marshal Fedor Tolbukin. For his part, the "Greatest General of All Times" fumed that his namesake division had failed him. Postwar SS apologist, apparently seeking to distance their heroes from the madman, would claim that the troops sent Hitler the severed arm of a comrade killed in this action, but like many tales of SS heroism this appears to be pure fiction (among other inconsistencies, this weird legend begs the question of just how they shipped a body part to the Fuhrerbunker when the Reich could not easily move supplies between Berlin and Hungary).


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
  • 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).
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.
  • 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
  • Mechanized
  • Motorized
Schutzstaffel
  • Motorized
Soviet Union Order of Battle
Army (RKKA)
  • Mechanized
Guards
  • Motorized
  • Towed

Display Errata (8)

8 Errata Items
Scen 47

All Guards RIF are actually INF.

(PG-Tank Dude on 2010 Apr 30)
Overall balance chart for 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)
Overall balance chart for 439

All SS 75mm IG guns are direct fire weapons (black), not indirect (white).

(Shad on 2010 Dec 15)
Overall balance chart for 424

The reduced direct fire value of the SS HMG is 5-5 in Beyond Normandy and Road to Berlin.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 408

The Units in Beyond Normandy were misprinted with a movement factor of 5. The movement factor should be 8.

(rerathbun on 2012 Mar 21)
Overall balance chart for 408

Liberation 1944's counters are mislabeled 'PzIVF2.' The counter's ratings are correct (Armor 5, Move 8, DF 11-6, AT 6-8).

(rerathbun on 2014 Feb 14)
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 (1)

Of Mud and Aircraft
Author PaperTiger
Method Solo
Victor Germany
Play Date 2013-04-13
Language English
Scenario RtBr047

There’s a particular excitement with a meeting engagement. I think it’s the uncertainty of how things are going to develop as the opposing sides prepare for battle. Will the fight wind up being small scale and be remembered as nothing more than a nasty little firefight? Or will it be the opening moves of an action far more epic? This scenario has enough size and challenges to make it more of the epic.

The map layout and the victory conditions make this a tough scenario. The two unconnected roads means thinking in terms of two smaller simultaneous battles. Movement is hampered by the spring mud. Both sides also have enough OBA to make being out in the open difficult, and there’s plenty of open space that needs to be crossed. Both sides need to be at their most aggressive and most wily to have a chance at victory.

The Germans decided to rapidly occupy the multi-hex towns in the north, as did the Soviets. Once occupied, the Soviets needed to consolidate and push forward. The Germans opted to move into the woods in front of their two towns, in a position shaped like a shallow horseshoe. Then they would wait. A Soviet attack of any size would have to advance into it at a great price. After the Soviets bled enough, the Germans could consider advancing. Meanwhile in the south, the Soviets occupied the multi-hex town on Map 18. The Germans demonstrated in the south with enough strength to siphon Soviet units from the action in the north.

As the Soviets slowly formed up in the mud, the Germans stayed under cover and directed OBA. Losses and morale problems began early for the Soviets. Although they had superior OBA, they were hard put to bring it to bear. The Germans refused to come out from under cover, making spotting impossible for return fire.

However, Soviet air superiority more than made up for the lack of artillery fire. Their aircraft sortied often and with horrific accuracy, especially against enemy armor.

Tactics on both sides were defined by a marked lack of patience. In the north, believing that the Germans had been crippled by a devastating air strike on its panzers, Soviet armor moved without support to probe German resistance in the northernmost woods on Map 21. Determined survivors and murderous crossfire soon had the Soviets reeling back in disarray. Special commendation goes to the GRENS in those woods that took on Soviet tanks, inflicting losses to the enemy with none of their own.

In the south, the Germans got greedy and overextended their smaller forces. The Soviets shifted air power to that sector, inflicting more losses on German panzers. The one hex village on Map 18 changed hands three times. In the end, the Germans withdrew to their jumping-off line and began to dig in. However, the tactic worked; it kept additional enemy units out of the fight in the north.

The end of the action saw both sides rallying and consolidating their survivors, getting ready for the next push. The toll on the Soviet forces made this an expensive stalemate.

I rated this scenario high not for its slam-bang pace (the mud made sure there wasn’t one!), but rather for the challenges it gave me.

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