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: Fort Apache
Road to Berlin #64
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 102nd SS Heavy Panzer Battalion
Germany 303rd "Doberitz" Infantry Division
Soviet Union 1st Guards Tank Brigade
Display
Balance:



Overall balance chart for RtBr064
Total
Side 1 0
Draw 0
Side 2 2
Overall Rating, 2 votes
5
4
3
2
1
2
Scenario Rank: --- of 940
Parent Game Road to Berlin
Historicity Historical
Date 1945-04-17
Start Time 06:00
Turn Count 20
Visibility Day
Counters 113
Net Morale 1
Net Initiative 3
Maps 2: 19, 21
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 111
AAR Bounty 165
Total Plays 2
Total AARs 2
Battle Types
Hill Control
Inflict Enemy Casualties
Rural Assault
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Scenario Requirements & Playability
Road to Berlin Base Game
Introduction

While fighting raged on the heights to the northwest, the First Company of the SS 502nd Heavy Tank battalion had become separated from the rest of the German defense. Clinging to the town of Dolgeln, the Tigers attracted numerous stragglers from the shattered 303rd "Doberitz" Infantry Division and other units, including a startling number of light anti-aircraft guns and crews.

Conclusion

With hot shooting by the Tigers, the motley collection of Germans hung on for the entire day despite repeated massive attacks by the Soviets. When darkness fell the Germans withdrew behind the Kurmark Panzer Grenadier Division's new line to the west. One of the few clear German successes on the bloody day, it wouldn't be enough to change the overall outcome.


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
  • Self-Propelled Artillery: do not provide the +1 Assault bonus, even if closed-top (SB)

Display Order of Battle

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

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 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 (2)

Too Many Ivans
Author KirkH
Method Solo
Victor Soviet Union
Play Date 2009-02-01
Language English
Scenario RtBr064

Three Russian Guards counters (Eng, 82mm, SMG) were missing from mix so regular units had to be substituted. Russians have large advantage in units and simply ran over German defenders. Germans may have been able to hold out longer with a better defensive setup, but Russians had more than enough firepower to quickly eliminate the few good units the Germans had. A Sturmovik attack, a flank JSII shot, and an infantry assault in a town quickly eliminated the Tiger II's and the Luftwaffe 88mm didn't last much longer. It might be worth trying again, but the Soviets will hold a decided advantage regardless.

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A solo effort at best.
Author campsawyer
Method Solo
Victor Soviet Union
Play Date 2010-10-01
Language English
Scenario RtBr064

After looking for a scenario I could play solo, this one stood out as one that would look interesting as I would never play FTF. Why? The balance is so tilted toward the Soviets that only a player that wanted to lose would pick the Germans in this scenario. The Soviets have everything, total numbers of troops, tanks, morale, OBA and even aircraft. The Germans have nothing to stop the Germans expect the luck of the dice. But I played anyway.

With the setup the Germans are in the towns and woods and the Soviets need to root them out an capture all woods, hills and towns. The Soviets can enter the board on the north, south and east edge. Let the Soviet steamroller commence.

6:00am the Soviet have three pronged attack, in the south a battalion of Soviet T34-85s with a reinforced assault company move to capture the hill and town and 21/0710. The company advances on the hill to attack an SS 20mm AA gun while the tank battalion move to the west of the hill to avoid the King Tiger in the town at 21/0710. To the east on board 21 a second reinforced assault company and a battalion of JS-IIs move to attack the woods and town in 21/0704. Heavy German op fire disrupt/demoralize the advancing Soviet Guard units. The JS-II's maneuver to avoid the King Tigers lurking in the woods to the south of the town. To the north a third reinforce assault platoon move to attack the town at 19/0507. There advance is slow due to the advancing in the south and east having priority. An the last advance is from the east on board 19 a company with assault guns move to clear a small woods hex then turn north or south to assist on the other assaults.

Within the first hour the Soviets capture the hill on board 21 and destroy the King Tigers in the town of 21/0710. Aircraft play a key part of this, tank killing IL-10 appear and are able to score a step lose on the Tigers. They are followed up with the assault company that is able to lock the tank in assault while JS-II's destroy them from a distance. German SS units supporting them as hit with OBA and quickly demoralize and flee.

To the east German Op fire has more effect disrupting and killing several Soviet INF units, but the Soviets are able to close on the defending Germans and assault the town. Meanwhile the other German King Tiger is lock in assault and Soviet tanks look to kill them. German AA guns rattle away at the Soviets but OBA start to disrupt and demoralize them so that the assault teams can get into the town. German 88mm provides supporting fire but this activity draws aircraft to the gun eventually disrupting the gun. Later OBA is able to destroy the lone significant gun.

By the second hour the Soviets tanks from the south starts to move pasted the town at 21/0710 and head north, as the assault teams finish off the defending SS. Germans stubbornly hold the town at 21/0703 but the Soviets slowly push into the town as OBA pounds the defending AA guns. Soon the defenders are fleeing and the Soviets have the town. The Germans are isolated in a woods to the north of the town and poised to be surrounded and captured. In the north the Soviets start to advance to the towns 19/0507 German OP fire from AA guns is very effecting disrupting and demoralizing the advancing troops. The company of assault guns and INF clear the woods and turn north to attack the town at 19/0507. Air attacks and OBA destroy more German infantry units without much response from the Germans. At this point, the game was over. The Germans could not respond to any of the attacks.

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