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!
Bloody Quagmire
Road to Berlin #59
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 32nd SS Panzerjäger Battalion
Germany 88th SS “Becker” Grenadier Regiment
Soviet Union 362nd Rifle Division
Display
Balance:



Overall balance chart for RtBr059
Total
Side 1 1
Draw 0
Side 2 1
Overall Rating, 2 votes
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Road to Berlin
Historicity Historical
Date 1945-04-16
Start Time 03:00
Turn Count 48
Visibility Day & Night
Counters 77
Net Morale 1
Net Initiative 2
Maps 2: 18, 19
Layout Dimensions 86 x 28 cm
34 x 11 in
Play Bounty 109
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Urban Assault
Conditions
Off-board Artillery
Reinforcements
Scenario Requirements & Playability
Road to Berlin Base Game
Introduction

To the southeast of Berlin, the Soviet 33rd Army had the task of trying to draw German reserves to its non-vital sector of the Oder River line. With much less armor and artillery support than the other armies driving toward the Nazi capital, thanks to the area's swampy ground, the Soviets could not expect to sustain a serious drive. On the other side of the line, the third-rate German forces could not expect to hold their lines. A resistible force was about to meet a movable object.

Conclusion

The town of Wiesenau changed hands an astonishing 28 times in the course of a single day, as the Red Army and the SS threw each other out of the battered rubble over and over again. One of the worst units on the front, the 88th was formed from various scrapings of SS training schools and had never been declared combat-ready (how any group of armed men could fail to receive that designation at this late date is hard to fathom).


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 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)

Display Order of Battle

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

Display Errata (4)

4 Errata Items
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 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 951

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

(plloyd1010 on 2015 Jul 31)

Display AARs (1)

Road to Berlin #59
Author RexMcL
Method Solo
Victor Soviet Union
Play Date 2012-01-13
Language English
Scenario RtBr059

Both sides were hampered by poor set ups. The Germans would have done better to deploy the AT guns and some troops further back by the small town and clump of woods on board 18. Instead, the AT guns were deployed further up where they were assaulted and destroyed early in the game. The Soviets were somewhat poorly organized during their approach, but where also affected by consistently bad rolls. By the 0630 turn, they had only inflicted 4 step losses. The artillery in particular seemed to continually get no effect results. The German lines were holding up well and for a bit I was thinking the Soviets wouldn't have the necessary troops to dislodge the Germans from the towns. About 0730 the line cracked and collapsed quickly. A single grenadier stand held out in the woods for several hours of combat but eventually was destroyed by compound morale failure (They rolled a 12!). Other than that, the Soviets held the 2 large woods and large town by about 0900. Most of the game was spent fighting out 3 or 4 large assaults at a time. I ended the game early at 1030 since the Germans were down to only 3 units versus 20 or so Soviets. The Hetzers never showed up, had they shown up early in the, they would have made life difficult for the Soviets since they have very little in the way of AT weapons. As is was, even if they had shown up near when I ended the game, they would have had to dislodge the Soviets from 3+ town hexes without infantry support.

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