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
Errors? Omissions? Report them!
Final Counter Attack
Road to Berlin #50
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 20th Motorized Infantry Division
Soviet Union 301st Rifle Division
Display
Balance:



Overall balance chart for RtBr050
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 1 vote
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Road to Berlin
Historicity Historical
Date 1945-03-27
Start Time 07:00
Turn Count 36
Visibility Day
Counters 100
Net Morale 1
Net Initiative 2
Maps 3: 18, 19, 21
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 118
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Road Control
Rural Assault
Urban Assault
Conditions
Off-board Artillery
Scenario Requirements & Playability
Road to Berlin Base Game
Introduction

With Soviet armies storming over the Oder River, the last natural barrier in front of Berlin, Adolf Hitler projected a series of counter-attacks to drive them back. Knowing this to be a doomed enterprise, the command staff at German Ninth Army sent four divisions out of the Frankfurt bridgehead anyway, hoping to keep the Soviets off balance a little longer.

Conclusion

The German panzers did surprisingly well, taking their initial objectives and sowing confusion in the Soviet ranks. The Soviets, for their part, appear to have assumed the German command would never be so insane as to throw away their last panzer reserves in such a cavalier manner. While the German tanks advanced, their accompanying infantry fell victim to massed enemy artillery and rocket fire. "The attack was a massacre," army group commander Col. Gen. Gotthard Heinrici, the "Poisonous Dwarf," raged to his staff. "The Ninth Army has suffered incredible losses for almost nothing."


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
  • Tank Destroyer: 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).

Display Order of Battle

Germany Order of Battle
Heer
  • Motorized
Soviet Union Order of Battle
Army (RKKA)

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 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)
Overall balance chart for 484

Liberation 1944's Tiger movement and armor ratings are backwards. They should be Armor 7 and Movement 5.

(petermc on 2014 Feb 14)
Overall balance chart for 951

The reduced direct fire value in Kursk: Burning Tigers is 4-4.

(plloyd1010 on 2015 Jul 31)

Display AARs (1)

Next Time We'll Bring Some Ammo
Author PaperTiger
Method Solo
Victor Soviet Union
Play Date 2012-05-07
Language English
Scenario RtBr050

The German plan for this action was fairly straightforward: Divide into two battle groups and hit the two towns on board 21 at the same time. Once the towns were cleared, assess the remaining Soviet defenses and allocate the necessary force to hit Soviet support units while the rest began clearing the east-west road. It all went according to plan-- until the middle of the first turn.

If this site ever adds a "Rotten Turn Hall of Fame," I would humbly submit the German first turn of this action for an early induction. As German units approached down the road, OBA was called in to chase a Soviet artillery spotter off the 40M hill on board 21. It failed to do so, but did manage to run the German OBA out of ammo for the rest of the action. Meanwhile the Soviets countered with devastating OBA of its own, which first demoralized the German CO (no small matter for a 10-1-2 LTCOL!) and then eliminated him with another failed morale check. As a final insult, the Fog of War rolled in early, before the Germans completed their initial deployment.

In the ensuing chaos among the German ranks, the Soviets developed their trademark defense for the entire action: Pick a position with a lot of German GRENS, and pour down a crippling bombardment, and keep hammering the position in subsequent activations until there were less GREN units on the board. Given the Soviet OBA and mortar units, this would have been easy enough. Add to it the 76's being used for bombardment value, and the German GRENS were unable to move in open territory without horrific results. Meanwhile, the Soviet INF and AT units waited in the towns and surrounding woods as a first line of defense with more INF defending the length of the road and its approaches.

Meanwhile, the surviving Germans opted for Plan B: a strike in force at the northern town on map 21 and the surrounding woods, and strike south for the central town and the road to its east. Again, German plans were hampered and delayed by Soviet OBA.

In not quite three hours, the Soviets had eliminated enough German units to give them a major victory. I stopped to assess the situation: Had the Germans made enough headway to justify continuing? Reluctantly, I decided that they had and continued the battle.

Once past the towns, the situation changed for the Germans. They had penetrated the Soviet first line of defense and advanced on the weaker inner defenses. The German armor pulled off the astounding feat of eliminating the Soviet 76's with the loss of only one step of their own.

But the Soviets, getting more desperate, pulled off ever more astounding feats of courage of their own. This is best exemplified by the INF and HMG unit that assaulted a Tiger unit. Its survivors could brag how they brought down a step of Tiger tanks and sent the remnants reeling back demoralized.

The Soviets withdrew from the center town to defend the road to the east. Their AT was destroyed, but their ground troops ready to assault the oncoming German panzers. The panzers, already pulling double duty from the loss of OBA, were further hamstrung from the appalling loss of GRENS. The action was rapidly turning into a pointless slugging match. In mid-afternoon, the Germans conceded to the reality of the situation. The survivors of the day began to withdraw.

This was a hard action to rate, given the loss of German OBA and leadership in the first turn. I try to imagine how much difference it would have made considering the tremendous amount of artillery, both offboard and onboard, that the Soviets had. I don't think it would have made too much of a difference, except to maybe prolong the German agony even longer. I therefore charitably rated the scenario a 3.

0 Comments
You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!
Page generated in 0.251 seconds.