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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Ambush
Road to Berlin #65
(Attacker) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 11th SS "Nordland" Panzer Division
Soviet Union 19th Mechanized Brigade
Soviet Union 219th Tank Brigade
Display
Balance:



Overall balance chart for RtBr065
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 1945-04-18
Start Time 09:00
Turn Count 30
Visibility Day
Counters 137
Net Morale 1
Net Initiative 0
Maps 6: 14, 15, 16, 17, 18, 21
Layout Dimensions 86 x 84 cm
34 x 33 in
Play Bounty 142
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Inflict Enemy Casualties
Meeting Engagement
Road Control
Conditions
Off-board Artillery
Scenario Requirements & Playability
Road to Berlin Base Game
Introduction

With their first lines of defense breached, the Germans finally summoned reinforcements to help stem the Soviet assault. Fuel shortages left many troops stranded along the march route and trying to catch up on foot, but the armored elements of the 11th SS "Nordland" Panzer Grenadier Division showed up on the morning of the 18th and sought out ambush positions to await the expected Soviet tank attack. They had arrived just in time.

Conclusion

The Germans separated their armor into combined-arms teams of Tiger platoons supported by assault guns and infantry, and took up positions with wide fields of fire. The Soviets attempted to rush the Germans before they could dig in, and flung between 70 and 100 tanks at the ridge line. The Germans claimed to have destroyed more than 50 of them before the attacking force broke up.


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

Display Errata (4)

4 Errata Items
Overall balance chart for 47

All SPW 251s have an armor value of 0.

(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)
Overall balance chart for 993

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (1)

Just in Time Indeed
Author Poor Yorek
Method Solo
Victor Germany
Play Date 2012-09-03
Language English
Scenario RtBr065

The Soviet player is faced with some interesting choices here. There are two main E/W roads either of which can be cleared for a victory. The problem is that the Soviets must cross two board widths to reach the Westernmost boards (14 & 16) which represent the Seelow Heights.

Thinking that playing for a set-piece approach using the massive Soviet OBA and an infantry screen behind which armored forces (T-34 & M4's) could advance and work for crossfires is balanced by the problem of giving the SS Nordland elements an opportunity to dig-in. So more out of curiosity than thinking about the "best" strategy, I decided to see whether the Soviets could "swarm" the Germans.

The Germans essentially divided their total force into two equal parts (with the Puma actually moving between to two large (60m) hills in the center).

The Soviets deployed six T-34s + 3M4 with SMG tank riders in the south along with the two engineer platoons; the nine remaining M4s + SU-76s to the north along with all of the infantry and HMGs.

The Germans didn't get dug-in, but the Russians were slowed sufficiently simply due to: being strung out along a road; lack of significant leadership (few leaders and none with a combat bonus); the delay due to unloading; and simply keeping organized for an advance gave the Germans the two-three turns needed to set their skirmish line of grenadiers (with 2xHMG's holding the roads) on the eastern slopes. The German armor, including a platoon of PzVIb's sat at 40-m surveying a ripe killing zone (with hetzers or StuGIIIG + 75mm gun holding the flanks).

The Russians did their best to infiltrate or move into/past the blockage, but OF proved devastating to their 7/6 morale. The RKKA armor was badly shot up in two turns.

By turn seven, the Germans had lost a Gren platoon to OBA; a half-step each of StuG and Puma (which had made an "end-around" and shot up some Soviet M3's and four of their SPW-251's. The Soviets ten full armored units (half their force); six steps of INF/SMG; 4 M3's; with DEM and DIS units scattered about, with survivors cowering/recovering in the hill and town on board 21 or the town and forest on board 18.

Extraction of the units still surviving adjacent to the German line costs further steps and, though the Germans did not pursue, it was Turn 18 before most of the Soviet survivors were in any way "regrouped." Whilst this left 12 turns in the scenario, I could see no reasonable hope for the Soviets to clear a road, especially given that SS Nordland were now all dug-in on higher terrain. I should add that the German Victory was thus "minor" as the Russians did have an M3+T-34 hunkered down on the 20-m line of board 16 just west of the 04xx line. The Germans just saw so reason to pursue them.

Of course, this is just one play, so it is still a question as to whether the swarming approach might work. The Russians just don't have much time to get themselves organized and having their Col or Maj DIS/DEM early breaks up the chain-of-command effectively. It doesn't help knowing that the Tiger II's can see and hit effectively (certain trucks and M3's) from 14 hexes away (and behind towns and woods!) given they are parked at 40m.

Another approach I considered was swinging the southerly group up to the north: this might work well, but it then invites a German counter-attack from their southern group (i.e. advancing east to board 18, then north into 21).

Yet another might be a dash-and-cover for what limiting terrain is available. The problem though is that the Russians eventually have to come to the road ... they can't simply move past the Germans and exit: the VC's demand clearing one of the E/W roads.

So I rated this one a '3' because, apparently like history, the Soviets were cut to pieces. But I think this one has a lot of potential for alternative, less frenetic attacks: though whether they might be successful ...

The bottom line is approaching across flat, clear terrain a King Tiger holding the high ground with a bit of armor and infantry screening support is not a pleasant situation.

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