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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Batteries of the Dead
Road to Berlin #68
(Attacker) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 18th Artillery Regiment
Germany Heer
Soviet Union 64th Guards Tank Brigade
Display
Balance:



Overall balance chart for RtBr068
Total
Side 1 5
Draw 1
Side 2 4
Overall Rating, 10 votes
5
4
3
2
1
3
Scenario Rank: 767 of 940
Parent Game Road to Berlin
Historicity Historical
Date 1945-04-19
Start Time 10:00
Turn Count 16
Visibility Day
Counters 18
Net Morale 1
Net Initiative 1
Maps 2: 17, 18
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 78
AAR Bounty 135
Total Plays 10
Total AARs 7
Battle Types
Exit the Battle Area
Inflict Enemy Casualties
Rural Assault
Urban Assault
Scenario Requirements & Playability
Road to Berlin Base Game
Introduction

The German Ninth Army had been irreparably shattered by the Soviet assault, though the Greatest General of All Times refused to acknowledge this reality. Stand-fast orders or not, the handful of intact units were withdrawing from the Oder line in hopes of re-establishing a defense in front of Berlin. The disordered retreat and only slightly more orderly advance led to a number of surprise encounters.

Conclusion

The battalion lost all of its guns, and most of its officers and men, yet claimed the improbable total of over 100 Soviet tanks destroyed (more than the opposing tank brigade had in the field, and far in excess of Soviet admissions). A greater likelihood is that the Germans fought their guns as best they could, and inflicted some losses on the Soviets but not enough to damage the brigade's combat-worthiness.


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
  • 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
  • Foot
  • Mechanized
  • Motorized
  • Towed
Soviet Union Order of Battle
Guards
  • Mechanized

Display Errata (2)

2 Errata Items
Overall balance chart for 2

Two 105mms (ID#s 1204, 1205) have "16-31" fire values in black (direct fire), when they should be in white (indirect fire).

(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 (7)

Road to Berlin #68
Author RexMcL
Method Solo
Victor Germany
Play Date 2012-01-10
Language English
Scenario RtBr068

I liked this scenario. There were several moments where I really had to sit and figure out my next move for a minute or two.

In response to Mr. Townsend's criticism, my reading of the set up conditions are that the prime movers have to move in from the north along with everything else.

I initially planned on trying to sneak out the southern edge. However, Soviet tanks moved into positions where they were hidden yet commanded large fields of fire. Some "reconnaissance by fire" by one of the panzergrenadier units revealed the closest tank hidden in some trees which was taken out by a lucky artillery hit, at the cost of the grenadiers.

At this point there were a few turns where it was pretty much a stalemate. The soviets already had 3 step losses and so decided to try and storm the large town where the 105s were deployed, just to see what would happen. The remaining grenadier stand ended up destroying two T-34s with panzerfausts and assaults while a single reduced T-34 held up the artillery for several hours. Neither the reduced tank nor the guns could really hurt each other, and stacking limits prevented the grenadiers from helping. This coupled with some poor rolls meant that the game ended with the Germans fairly intact and the Soviets reduced to two, half strength units.

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Can't Outrun a T-34
Author KirkH
Method Solo
Victor Soviet Union
Play Date 2008-05-06
Language English
Scenario RtBr068

The German 105's tried to make a break for it and exit the south edge, but were wiped out by the Soviet T-34's when they were only two hexes away from exiting the board and winning the game.

0 Comments
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Good Shootin' Tex, Or Should I Say Hans?
Author KirkH
Method Solo
Victor Germany
Play Date 2008-10-23
Language English
Scenario RtBr068

After the German 105's were wiped out the first time I tried this scenario, I decided to give it another whirl and change their strategy to see how (or if) things would turn out differently. This time the German 105's set up in the southernmost town and waited for the T-34's to approach. The Soviets moved north along the road and had a couple tanks knocked out by AT fire as they approached the German held village. The German AT fire was very accurate as they continued to knock out advancing Russian tanks. The remaining T-34's made an attempt to enter the town but the German infantry assaulted and destroyed them. In the end only 1.5 Soviet tank platoons remained and the Germans had a crushing victory. This is one of those small scenarios that can be very dependent on dice rolling. A lucky shot or two here or there can drastically alter the outcome.

0 Comments
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You Can't Get There From Here
Author Matt W
Method Solo
Victor Soviet Union
Play Date 2012-08-28
Language English
Scenario RtBr068

The Germans have two possible approaches to victory in this scenario. Run like heck or shoot it out. By playing the way I did I can say without fear of providing incorrect information that "run like heck" doesn't work. If the Soviet player is halfway decent they will have sufficent force south of town to attack moving SK7s or trucks with +6 AT rolls at a minimum with opportunity fire. This is generally not survivable.

Therefore only pursue a southern exit strategy if your opponent has decided to brin all of their forces on board north of the larger town. Otherwise you will be forced to fight it out where you are and hope for the 4 step losses to occur to the Soviets.

I give this one a "3" since there are different approaches for both sides. It is worth playing again to see if a more contentious German strategy would be successful.

Please note that the setup conditions are very important. If you usually set up your transport with your guns you will note that the German Transport is off board at the beginning of the game to the German is faced with an immeidate decisions that can affect the entire path of the game. Should he/she pursuea run or fight strategy.

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The Quick and the Dead
Author Blackcloud6
Method Solo
Victor Germany
Play Date 2024-05-27
Language English
Scenario RtBr068

An interesting little scenario that was on my to-play list for awhile.

The Germans set up with two guns in the town facing north and one facing south. The Soviets entered to pincer the town with two tank platoons coming around the north side and three to in the south to block any attempt of the guns to escape.

This went bad for the commies very fast as the northern pincer platoon got destroyed by excellent German gunnery and thus the Germans had their VCs achieved. The Soviets then threw caution to the wind and attacked the guns in the town but the German infantry bogged one platoon of T-34s just outside the town and the other two got into a gun fight. One German 105mm limbered up and escaped into the woods. Then on the sixth turn, the Germans go the initiative and drove the limbered gun down the road to win. Just an overall bad day for the Soviet tankers.

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Road to Berlin, scenario #68: Batteries of the Dead
Author JayTownsend
Method Solo
Victor Germany
Play Date 2011-05-10
Language English
Scenario RtBr068

This looks like a pretty fast, fun playing, puzzle of a scenario except if I setup one of the 105mm Batteries already truck loaded, I can move is almost off the map board in one turn using the road from the southern town on map 17 to the exit point on the southern edge of map 18. The Soviets T-34/85’s have to come on the map from the Eastern edge with no roads, so unless they activate first the Germans will be able to exit one 105mm Gun unit off the map for an easy victory, as in my first play, if not, it’s an interesting scenario. Maybe the required fix in the setup for the Germans, is that the Artillery needs to start unloaded to give the Soviets tanks time to engage.

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not much to this one to me
Author t1M0t8yk (Germany)
Method VASSAL
Victor Draw
Participants richvalle
Play Date 2015-01-29
Language English
Scenario RtBr068

This scenario earns a solid "meh" from me. Neither side seems motivated enough to take a chance at victory. Rich and I generally kept our distance, waiting for the other to make a mistake. Fortunately, despite one such mistake that cost me a gun much a little cost to the Soviets I hung on to the last gun long enough to salvage a draw.

I've got nothing against the small sizesmall scenarios; see my other AARs to convince yourself of that. I was happy to play to continue up the PG learning curve. But I'm anxious to move on to bigger scenarios with more combined arms, which I think I'll like a lot more.

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