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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Horses and Tigers
Road to Berlin #49
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 3rd Cavalry Division
Germany 509th Heavy Panzer Battalion
Soviet Union 208th Guards Heavy Breakthrough Tank Regiment
Soviet Union 21st Guards Tank Brigade
Display
Balance:



Overall balance chart for RtBr049
Total
Side 1 2
Draw 0
Side 2 0
Overall Rating, 2 votes
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Road to Berlin
Historicity Historical
Date 1945-03-24
Start Time 09:00
Turn Count 30
Visibility Day
Counters 69
Net Morale 1
Net Initiative 1
Maps 6: 14, 15, 16, 17, 19, 21
Layout Dimensions 86 x 84 cm
34 x 33 in
Play Bounty 124
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Exit the Battle Area
Road Control
Rural Assault
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Severe Weather
Smoke
Scenario Requirements & Playability
Road to Berlin Base Game
Introduction

With the situation in western Hungary deteriorating by the hour, the Germans began a headlong retreat into the Bakony Forest northwest of Lake Balaton. Just north of the lake's northeastern corner, the most modern and archaic units in the German force joined to slow the enemy pursuit. The Soviets for their part now smelled blood and hoped to finish off the wounded Nazi state.

Conclusion

The Germans claimed 16 Soviet tanks knocked out, including eight Stalin tanks, against the loss of three Tigers. The next morning the battalion reported that it blew up 14 of its own Royal Tigers because of a lack of fuel; the Soviets of course reported them destroyed in combat. The Germans formed defensive positions where they would be pocketed within a week, while the Soviet armored forces finally probed into the gap between the German 2nd Panzer and 6th SS Panzer Armies and shot through it toward Vienna.


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).
  • 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

Display Order of Battle

Germany Order of Battle
Heer
  • Mechanized
  • Towed
Soviet Union Order of Battle
Guards
  • Foot

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 63

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

(Shad on 2010 Dec 15)
Overall balance chart for 54

The movement allowance on the counters in Airborne is misprinted. It should be "3."

(rerathbun on 2012 Jan 30)
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 884

All Guards T-34/85 tanks should have AT fire values of 7-7.

(Shad on 2010 Dec 15)

Display AARs (1)

Road to Berlin, scenario #49: Horses and Tigers
Author JayTownsend
Method Solo
Victor Germany
Play Date 2012-01-18
Language English
Scenario RtBr049

I was surprised no one had played this scenario on the PG-HQ yet. Lots of map space, 6 maps for only about 70 counters, and it has Cavalry, Tiger II’s, JS-2’s, JSU-152’s & T-34/85 and a few more unit types on both sides as well.

The victory conditions depend on control of maps 14 & 16, exited units & eliminated units, road control or some variation for each side with the Germans defending on maps 14 & 16 dug-in and the Soviets entering on the far east side, maps 15 & 17. The Germans setup on the hills dug-in with the six platoons of Tiger IIs able to cover all approaches to maps 14 & 16 and some fill-In Reit, Gren, StuGIIIG, 75mm AT, & HMG able to fill the cracks. The Soviet do have some SMGs to ride their armor to the front, a little air cover and some smoke firing artillery that might help them close with the Germans.

The Soviet drive forward, using their smoke whenever possible but even with this and all their armor, 6 Platoons of Tiger IIs spread out just right, won’t have to move and risk running out of gas, as one of the Special rules in this scenario. Not only that but beside their huge armor factor of 8 and their 11-8 AT factor, they will get 2 more modifiers; one for being dug-in and another for being at a higher elevation. This proved almost impossible for the Soviets for overcome in my game. One mistake was maybe attacking two locations at one time, but with only 30 turns and slow mud movement conditions I didn’t know of any other solution for the Soviet to try and win this. They got creamed. They managed to only to take out 7 Germans steps while losing tons of their own. I quit counting after 41 steps, as it didn’t matter anymore.

I’ll most likely rank this lower for a Road to Berlin scenario, not because I didn’t enjoy playing this, because I did but because I felt it is very difficult to the Soviets to win. I had a Major German Victory.

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