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!
Favoritenstrasse
Road to Berlin #53
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 124th Panzer Pioneer Battalion
Germany 3rd SS "Death's Head" Division
Soviet Union 18th Guards Tank Regiment
Soviet Union 1st Guards Mechanized Brigade
Soviet Union 9th Guards Tank Brigade
Display
Balance:



Overall balance chart for RtBr053
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 1 vote
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Road to Berlin
Historicity Historical
Date 1945-04-06
Start Time 06:00
Turn Count 30
Visibility Day
Counters 167
Net Morale 1
Net Initiative 2
Maps 3: 14, 19, 21
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 135
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Hill Control
Inflict Enemy Casualties
Road Control
Rural Assault
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Scenario Requirements & Playability
Road to Berlin Base Game
Introduction

In the open ground south of the Austrian capital, the shattered remnants of the panzer divisions that had launched the "Spring Awakening" offensive toward Budapest just three weeks earlier now faced the rapidly-advancing Soviets. Adolf Hitler sent reinforcements and ordered Army Group South to counterattack immediately. Ignoring the order, the German staff tried to set up a defensive line.

Conclusion

Even the army group command had conceded the Vienna must fall, and when Hitler sent his "fixer," the SS commando leader Otto Skorzeny, to instill some fighting spirit into the city's defenders the Army ejected him without apparent fear of retribution. The SS tankers put up brief resistance to the Soviet advance, but only the time and date of the Imperial City's fall stood in doubt.


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)
  • 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
  • Towed
Schutzstaffel
Soviet Union Order of Battle
Army (RKKA)
  • Mechanized
  • Motorized
Guards
  • Motorized
  • Towed

Display Errata (7)

7 Errata Items
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 881

All Guards JS-IIs should have AT fire values of 8-8.

(Shad on 2010 Dec 15)
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)

Road to Berlin, scenario #53: Favoritenstrasse
Author JayTownsend
Method Solo
Victor Soviet Union
Play Date 2011-04-02
Language English
Scenario RtBr053

Road to Berlin, scenario #53: Favoritenstrasse

Posting # 1

I was having a hard time choosing the next scenario to play, as I wanted to about nine different ones from RtB and I have already played 10 or 11 from this games, as I love this time period on the Eastern front. I decided to good with a Soviet assault, where they have to control all the town, road and hill hexes and other result is a German Victory. The best part is that Casualties are irrelevant!

The Soviet Forces are about twice in Infantry units, about 2.5 stronger in Tanks, about equal in on board support weapons and about 6 to 1 in their favor in off-board artillery. They are draw air-support. The Germans have the terrain benefit, town hexes and dug-in on the hills to the rear. They also have a little armor with teeth: Tiger II, Panthers, PzIVHs & Hetzers armor units but the Soviet have many more with: T-34/85s, JS-2s, JSU-152, SU-76 & light Ba64 armored cars.

The Soviets have three towns and a large hill to take from the German and 30 turn to succeed or fail. They have divided into two groups, one going up the center, using the main road and the other going around the hill in a flanking move. Besides, there are too many Russians to attack in one group but once they get around the first hill and take the first town, they will rejoin. The Germans just need to hold on, as long as possible and reshuffle forces as needed. The key to their forces is defending the towns and large in on map board 21.

As usually, as in most battle form the Road to Berlin, I have barrow forces from the two branches for both nationalities to fill the scenarios roster. No big deal, as it all comes from the same box.

This should be a fun battle to simulate and presently the two forces are just making contact on the highway leading into the first town. Now back to the battle. Less posting and more playing!

Posting #2

The battle was a classic Soviet late war offensive. First the Soviets concentrated their forces on taking the German town on map board #19, which wasn’t very well supported by other German Units. After this the Soviets move forward in mass to the big hill on map board 21 against the German dug-in Infantry, support weapons and Armor which includes a Tiger II unit and two Panther tank units. These were very tough on my Soviet armor units to takeout, specially with the dug-in bonus and took a large toll on the Soviets T-34/85s & JS-2s but fortunately the Soviets had a large quantity in this scenario and the cross-fire bonus helped with that monster Tiger II on the hill dug-in to boot. For I while my morale sank as my Soviet Armor burned but after a hard fought battle on the Hill and the German squashed, the Soviets moved on the other two towns on board 21, first taking one and then the other with an over helming forces of Infantry, Armor & Artillery.

Finally I use my Soviet offensive army in the correct way, not going after all four objectives at once, thus making the mistake of spreading out my units to thin. The large amount of Artillery and Airpower worked to my advantage and I was able to clear and control all the town, road & hill hexes of Germans units. The Soviet a Victory and this was a fun scenario.

0 Comments
You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!
Page generated in 0.252 seconds.