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
Errors? Omissions? Report them!
Canal Line
Road to Berlin #67
(Attacker) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 32nd SS "30.January" Grenadier Division
Soviet Union 184th Guards Tank Regiment
Soviet Union 49th Rifle Division
Soviet Union 4th Guards Cavalry Division
Display
Balance:



Overall balance chart for RtBr067
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 1945-04-18
Start Time 10:00
Turn Count 20
Visibility Day
Counters 97
Net Morale 0
Net Initiative 1
Maps 3: 18, 19, 20
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 112
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Meeting Engagement
River Crossing
Road Control
Conditions
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Road to Berlin Base Game
Introduction

Despite the last-second destruction of the Rautenkranz Bridge in the wee hours of April 17th, Soviet troops had spent the rest of the day repairing the bridge, crossing the canal and building up a bridgehead. The German V SS Mountain Corps sent an SS "division" (by this point, a collection of Army officer cadets, sailors without ships, pilots without planes and other misfits, supported by a single battery of light artillery) to throw them back over the canal.

Conclusion

The Germans caught the Soviets by surprise: the Red Army did not expect the Germans to actually attack them and if so, not in this secondary sector. The Germans (their new comrades still clad in their Navy and Air Force uniforms) actually got to within 100 meters of the canal before Soviet fire drove them back. More lives had been wasted by the Dozen-Year Reich.


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

Display Errata (6)

6 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 54

The movement allowance on the counters in Airborne is misprinted. It should be "3."

(rerathbun on 2012 Jan 30)
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 887

Direct Fire values should be 5-1. Ignore misprints.

(danradz on 2011 May 04)
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)

The Rooskies Just Ain't Fightin' Fair
Author PaperTiger
Method Solo
Victor Soviet Union
Play Date 2012-06-08
Language English
Scenario RtBr067

The Soviets began the action with cavalry units in the larger town on Map 18, with three units of armor in the single hex village. The town on Map 20 which included the bridge was defended to the gills: HMG, INF, and two 76's. The smaller town to the south held mortars and another 76. Reserve units were held in the town on Map 19.

The Soviet strategy was simple: stand pat on the bridge. When the action began, the forward cavalry units would fan out, avoiding contact with the enemy. Instead they would range the field, spotting for the artillery and picking off the stragglers and demoralized.

Before I set up for the German attack, I had to ask myself: who would go for the bridge? Would it be the seasoned soldiers of the Army or the throw together units of the SS? Since ultimate German leadership clung to the idea of German supermen, I gave that "honor" to the SS. The army units would enter north of the road and slug its way east. The SS would enter on the road and follow the way cleared by the army before going after the bridge.

But first came the matter of the Soviet armor. With the mission of keeping the Soviet tanks busy, the panzers rolled up the road.

Unfortunately, the method of keeping the Soviet tanks busy was to provide them with target practice. Between apallingly bad rolls by the Germans and apallingly good ones by the Soviets, the panzers were soon done for. A Soviet tank platoon kept the road bottled up while the other two swung left and began to do its work on the SS.

Meanwhile the Soviet cavalry did its job. The slow advance of the Germans was further hampered by the OBA and on board fire called down on them by an enemy that would not engage.

When the German army units were about to break into the open on the east side of the NW woods on Map18, the Soviet tanks had already swung back and set up a wall of steel between the woods and the field. Meanwhile Soviet INF reinforced in the field. At the same time Soviet cavalry kept calling down artillery on the hapless SS and picking off their stragglers.

With onky an hour to go, the Germans were still nowhere near their goals. Even if they had been, they were in no shape to take on the Soviet defenses at the bridge. Soviet armor and cavalry roamed west of the canal with near-impunity. Continuing would only lead to additional slaughter. I called the action and gave it to the Soviets.

A special commendation in this action goes to the German OBA. Their little popguns laid down barrages that consistantly hit their mark, resulting in enemy diruptions and demoralizations.

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