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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Seelow: The Heights Again
Road to Berlin #63
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 20th Motorized Infantry Division
Soviet Union 57th Guards Rifle Division
Soviet Union 65th Tank Brigade
Display
Balance:



Overall balance chart for RtBr063
Total
Side 1 0
Draw 0
Side 2 2
Overall Rating, 2 votes
5
4
3
2
1
3.5
Scenario Rank: --- of 940
Parent Game Road to Berlin
Historicity Historical
Date 1945-04-17
Start Time 06:00
Turn Count 30
Visibility Day
Counters 146
Net Morale 0
Net Initiative 2
Maps 4: 14, 16, 17, 18
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 134
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Hill Control
Inflict Enemy Casualties
Road Control
Urban Assault
Conditions
Entrenchments
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Scenario Requirements & Playability
Road to Berlin Base Game
Introduction

The road through Seelow led up the heights dominated by the town and straight to Berlin, and here Marshal Georgi Zhukov had placed his hopes for a decisive breakthrough. The tank corps held back for exploitation entered the front lines and attempted to surround the town and its ragged defenders. Some German companies were down to a dozen men; the end appeared near.

Conclusion

In bitter fighting, the Soviets finally pushed the Germans out of Seelow and broke the line of the heights, thanks to the flanking attack from the north. The Germans continued to resist as best the could, but Ninth Army was in its final throes.


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
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)

Display Order of Battle

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

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 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)

Red steamroller
Author campsawyer
Method Solo
Victor Soviet Union
Play Date 2014-06-07
Language English
Scenario RtBr063

This moderate to large scenario is an interesting one as it shows the desperation that the Germans will have to go through to try to defend Seelow heights. The Soviets have a steamroller of a force for this. Tanks, artillery, tank killing aircraft and plenty of infantry to hurl at the Germans. While the Germans just have the high ground and this advantage will evaporate as the Soviets gain the heights. I was impressed with it as the Soviets have the T34/85s and IS-2's in Guard colors as well. There Germans have good AT capabilities, just not many of them. 88's, 75's, Hetzers, and Stug's but the Soviets will be able to loose a few of their tanks to get these guys, if the tank-killer aircraft doesn't. I gave it a 4 because I felt as a FtF it might be lacking something for the Germans. Once the defense is cracked and the Soviets crest the hill the Germans are done for, despite some desperate German attacks. Might be good for someone who is good and someone that is learning the bigger scenarios to play.

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