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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Highway to Hell
Road to Berlin #66
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 102nd SS Heavy Panzer Battalion
Germany 20th Motorized Infantry Division
Germany Muncheberg Panzer Division
Soviet Union 5th Guards Cavalry Division
Soviet Union 8th Guards Tank Corps
Display
Balance:



Overall balance chart for RtBr066
Total
Side 1 1
Draw 0
Side 2 2
Overall Rating, 3 votes
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Road to Berlin
Historicity Historical
Date 1945-04-18
Start Time 07:00
Turn Count 16
Visibility Day
Counters 204
Net Morale 0
Net Initiative 1
Maps 3: 16, 17, 19
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 140
AAR Bounty 171
Total Plays 3
Total AARs 1
Battle Types
Exit the Battle Area
Road Control
Rural Assault
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Scenario Requirements & Playability
Road to Berlin Base Game
Introduction

With Seelow in their hands, the Soviets pressed forward through the shattered remnants of the defending units. "There was no doubt where they were going," recalled tank gunner Hans Hansen, "to Berlin!" In front of them, the Germans tried to form a new line while the Luftwaffe put in one of its few appearances on the front. On the Soviet side of the line, Gen. M.I. Katukov ordered a full tank corps down the highway from Seelow, and brought up fresh cavalry divisions to support it.

Conclusion

Pressed by Marshall Zhukov to make up for what he saw as lost time, the Soviets barreled down the highway toward Berlin with their tanks and other vehicles line up nose-to-tail. Though battered, the Germans still had potent anti-tank weapons, new vehicle deliveries were still being made, and the huge SS Royal Tiger tanks had survived incredible punishment for days. While the Soviets had trouble organizing their air cover, the Luftwaffe- its pilots briefly recovering from Adolf Hitler's demented insistence that they carry out Japanese-style suicide attacks on the Oder bridges - issued the last of its fuel and put several squadrons in the air. The highway became choked with burning wreckage as intense fire from the ground and the air destroyed dozens of Soviet tanks.


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)
  • 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).

Display Order of Battle

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

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 41

All SS PzIVH tanks should have a movement of 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 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)

Display AARs (1)

Road to Berlin, Scenario #66, Highway to Hell
Author JayTownsend
Method Solo
Victor Soviet Union
Play Date 2010-01-01
Language English
Scenario RtBr066

I have two turns to try and get my German units dug-in, maybe their Air Force and armor can hold the Russian up, while everybody else, not in town hexes of forest digs in. As the Russians, I have to exit as many units off the West edge of the board, while clearing all road & town hexes, all with in 16 turns. No time to play around, just charge! It looks like it will be a two prong attack, as there are too many units for a one direction attack and the reinforcement are still waiting off the board to come on.

Scenario notes; I did notice during setup, that besides the 25mm's, M3's & Trucks, I had to borrow from the regular Russian army counters, 1-82mm, 1-ATR, 1-SMG & 1-SU-122 to fill in for the Guard unit counters. This seems to be normal for the bigger scenarios, borrowing a few counters from either group of Russians, which is no problem for me, as they all in the same box anyway.

Pretty cool scenario so far, I even have a captured Tiger I in the Russian arsenal. But after one turn, the Soviet have air superiority back, bad dice roll for the Germans, as this changes their morale one step lower as well but at least they got an "X" result on a load Soviet Halftrack on their only show of force for the game. About midway through and I was starting to get frustrated with my Soviet forced but things have turned around dramatically, as I my reinforcements have now entered, I took out another Tiger II step and with the Captured Russian Tiger I believe it or not and lastly, I have a big hole to the South, where units have started to exit the board. But I still have a lot of town hexes to clear and a pesky German 88mm in the woods not to mention a handful of other mixed German units to deal with.

I need more Russian leaders, to bring those rear lagging troops forward!

Yes, I am playing this scenario a little differently, as time is a factor and losses are not. I should blow that last 88mm AT gun out of the woods in the next couple of turns, with Artillery, combined with Infantry maybe Armor as well, That leaves a half step of Tiger II, one full strength StugIII, a 75mm AT gun and a bunch of mostly half step INF & Mortars to take care of or at least move from the road and town hexes. Soviet Cavalry &SU-76's are on there way as to reinforce this battle. Time is now the biggest factor. I must clear all the road hexes leading East to West and any connecting town hexes plus exit 40-60 steps, depending on the victory level. I believe I can do it but it will most likely go down to the last turn or two.

Conclusion of the game with a Major Russian Victory! Very Cool game and enjoyable scenario.

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