Highway to Hell Road to Berlin #66 |
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(Defender) Germany | vs | Soviet Union (Attacker) |
Formations Involved | ||
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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 |
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Overall Rating, 3 votes |
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4
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Scenario Rank: --- of 940 |
Parent Game | Road to Berlin |
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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 |
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Exit the Battle Area |
Road Control |
Rural Assault |
Urban Assault |
Conditions |
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Off-board Artillery |
Randomly-drawn Aircraft |
Reinforcements |
Scenario Requirements & Playability | |
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Road to Berlin | Base Game |
Introduction |
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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 |
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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. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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5 Errata Items | |
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The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France. (plloyd1010
on 2015 Jul 31)
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All SS PzIVH tanks should have a movement of 8. (Shad
on 2010 Dec 15)
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The movement allowance on the counters in Airborne is misprinted. It should be "3." (rerathbun
on 2012 Jan 30)
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All Guards JS-IIs should have AT fire values of 8-8. (Shad
on 2010 Dec 15)
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Kommissars never get morale or combat modifiers. Ignore misprints. (Shad
on 2010 Dec 15)
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Road to Berlin, Scenario #66, Highway to Hell | ||||||||||||
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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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