What Do You Do With a Drunken Sailor? Road to Berlin #72 |
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(Attacker) Germany | vs | Soviet Union (Attacker) |
Formations Involved | ||
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Germany | 1st Marine Division | |
Soviet Union | 76th Guards Rifle Division |
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Overall Rating, 18 votes |
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3.17
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Scenario Rank: 646 of 940 |
Parent Game | Road to Berlin |
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Historicity | Historical |
Date | 1945-04-24 |
Start Time | 10:30 |
Turn Count | 20 |
Visibility | Day |
Counters | 26 |
Net Morale | 1 |
Net Initiative | 2 |
Maps | 1: 18 |
Layout Dimensions | 43 x 28 cm 17 x 11 in |
Play Bounty | 71 |
AAR Bounty | 117 |
Total Plays | 15 |
Total AARs | 10 |
Battle Types |
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Exit the Battle Area |
Meeting Engagement |
Conditions |
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Off-board Artillery |
Scenario Requirements & Playability | |
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Road to Berlin | Base Game |
Introduction |
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In the dying days of the Third Reich, Grand Admiral Karl Donitz proved his loyalty to Adolf Hitler by emptying the Navy's recruit depots and training schools and turning thousands of sailors over to the Army for ground combat (with the condition that they serve in separate divisions). While often described in popular literature as "untrained" this is not strictly true, as German sailors underwent rifle training and other basic concepts during their initial training period but they certainly had no advanced infantry training and no familiarization with support weapons. Yet when Soviet spearheads pierced the front of the Third Panzer Army along the lower Oder River, these were among the few troops that could be thrown into counter-attacks. |
Conclusion |
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The sailors proved very unwilling soldiers, and charges of cowardice and drunkenness came liberally from their Army officers. They did little to blunt the Soviet advance except increase the German casualty count, and by the next day the naval troops would be falling back in precipitate retreat. |
1 Errata Item | |
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Scen 72 |
Scenario Forces emblem depicts RKKA Soviet Star intimating the use of RKKA units, yet the unit involved is the 76th Gds Rifle Div. Use Gds units and leaders. (vince hughes
on 2011 Nov 23)
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The Soviets Beat the Kriegsmarine | ||||||||||||||
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The Germans set up dug-in in the north and south, leaving the middle swamp area clear. The Soviets advanced through the middle, forcing the German Marines to leave his dug-in hexes. A number of brief firefights ensued but the russian regulars were able to get the required number of units exited off the west edge to win the game. A close game and fun scenario which could go either way. |
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0 Comments |
Not Your Average Marines | ||||||||||||
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Both sides rushed to the middle of the board to start the game. The Germans dug-in, forcing the Russians to battle them with their artillery, rather than their infantry. The Germans took heavy casualties early, but by turn 8, they had almost taken out half of the Russians. The Russians rallied, and they took out both HMG platoons, wiping out the Germans heavy firepower. Just the next turn, the Germans charged the Russians in the south and defeated them. The Soviets lost all of their forces there, and the Germans eventually drove them back until there were none left. Overall, this was a fun and fast scenario that does not get bogged down in the minutia of different unit types in the same hex. |
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1 Comment |
Sailors Not So Drunk Today | ||||||||||||
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Hung over maybe but not drunk. This small scenario sees 8 German Naval Infantry and 2 Naval Infantry HMGs lead by 3 German officers. Leader draw was good on both sides with Germans getting all 3 9, with the Captain a 9-0-0, a 9-0-1 and a 9-1-0 LT. Russians got a 10-0-2 Major, 9-0-1, 9-1-0 and 9-1-1 LTs. Russians objective is to run 6 or more infantry steps off the west edge of the board before the end of 20 turns, and Germans win if the Russians dont. At first look, the 2-hex town looked like the perfect place to set up a forward German area, but I seemed too far forward so I set up 2 stacks of 1 infantry and 1 HMG with the German captain in the east edge of the central woods hex, with a stack of 3 infantry and an LT in the southern town hex and another similar stack in the northern light woods hex. It seemed these wings could wait and watch and react to anything the Germans did while being strong enough to do some damage to Russians as they went by. Russians had 2 12 OBA and Germans have 1 10 OBA, and the Russians also have a single mortar. The two best LTs deployed to the north and entered using their full moves of 3 each turn, not stopping to exchange fire, while the Russian Major and the 3rd LT entered at their slower rate of 2 due to the HMGs and Mortar and came down the middle to tie up the central German force, the mortar dropped off and deployed in the town to offer some more fire support. Russians won and kept the initiative for the full length of play, and while the Major and the LT in the center took casualties as they tried to assault, the did succeed in exchanging morale checks with the Germans that the Germans were less able to shrug off. The northern German force took several shots and called OBA fire as the Russians sped by, but were themselves hit hard by Russian OBA, becoming demoralized and then fleeing east to the safety of the woods, finally getting regrouped just short of that objective but where they could do nothing further to influence the fight. The southern German force managed to get accross the board in time to get off one shot and call in inneffective OBA as the Russians sped past with a total of 8 steps and 2 leaders. By turn 7, it was over, the Russians getting their 8 steps and 2 leaders off the west edge, while the Germans and Russians in the middle continued to tie each other down with morale checks and rallies. I ended the game at that point since casualties were not an objective for either side, the Russians had already achieved their goal and further shooting was just going to wear down the Germans more than it would the Russians, who could afford to fall back into the cover of the large town and pound away with long range HMG fire and OBA on the Germans. Russians lost 3 steps to only 1 German, but the Germans were unable to stem the Russian tide. Great game. |
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0 Comments |
With Tons of Love From Russia | ||||||||||||
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As expected the German rabble set up on the flanks of the swamp. The Major, he was good Officer -- Stalin's boys got him after the war, moved us up to just out of their range on the south flank. They were dug in pretty good but that artillery, the mortar, and our hvy machine guns just pounded them with some good ol' Russian metal. Took a while then they started to get disrupted and then one of their Officers went beserk and ran. After that it was like they say that Napy guy's pigs did in 1812. Ran all the way home going wee wee wee. We just plowed on westward. |
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0 Comments |
Drunk marines fail to impress | ||||||||||||||
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This was played v new recruit Joesph Ladd as mainly a training scenario and an intro to Skype gaming. He chose to play the German side which was a brave choice as previous plays had all resulted in Russian wins. A force of barely trained sailors turned infantry have to try and stop units of a Russian guards division exiting the map. The first few turns were spent moving in to contact( as well as me shouting at my computer which was not performing to my expectations). The German units had split up each side of the swamp the Russkie's had advance up the middle of the board. The switched their attack to the northern flank which was the one most lightly held. First blood fell to the Germans as the Russian commander moved his units adjacent to the navel units which opened fire with deadly opportunity fire and nailed one whole Soviet platoon. The assault still went in and the single German platoon managed to hold off a whole company of Russian guards, however with more than half of the German units on the wrong side of the board, the future was still looking bright for the handsome (and modest) Russian commander. Using the Soviet HMG to isolate one flank the other flank, Soviet forces slowly managed to suppress or flank the stubborn German units and in the end outflanked the German line and moved enough forces off the board to claim a victory. As a learning scenario this does a good job, as a balanced game it is just too easy for the Russians to win. However I think we both enjoyed our first game together and I am looking forward to having another regular opponent. |
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0 Comments |
Road to Berlin: What do you do with a drunken sailor? | ||||||||||||
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This is a pretty fast scenario. The Soviets got 8 steps off the board relatively easily. I initially planned for the marines to quickly move forward and seize favorable terrain. However, the best terrain for defending is on the Soviet side of the map. A better plan would have probably been to use the swamps to launch ambushes. Since the Soviets can't see the German troops until 1 hex away, the Germans can move around the swamps with impunity, at least until they fire. Getting the Soviets stuck in assault is probably a good move too, though it didn't happen. I think it's worth a replay using different strategy. |
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0 Comments |
Reeling in the Swamps | ||||||||||||||
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Played ftf with Hugmenot. The Germans entered the field in two uneven groups separated by the large swamp. I pushed the Soviets hard to gain the center position between the two German groups. Two platoons of infantry plus some artillery kept the German sailors busy long enough for the remainder of the Soviet force to overwhelm the smaller German force and open a route for the infantry to cross the board and secure victory. As can be seen from the earlier statistics on this scenario it is very unbalanced towards the Soviets, but the German Navy units are fun to have. This is a quick playing scenario with a couple of choices for both players. It adequately gives the impression of the bottom of the barrel being scraped by the expiring Reich, where two companies of Soviet troops can attack and defeat a force 50% larger than themselves through the use of morale and close assault. I give it a "3". |
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0 Comments |
Drunken Sailor Is Not a Good Strategist | ||||||||||||||
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My second ftf against Matt W. I took the Germans because I wanted to experiment with the swamps as defensive position. I moved up four platoons to my left flank (with 9-1-2 captain) and 6 platoons to my right (9-1-1 and 9-0-0 lieutenants), hoping to force the Russians to go through the swamp. Matt moved up his infantry towards my center before committing them to my left just before arriving at the swamp. As my captain decided to be demoralized early and often, I could not slow down the Russian advance enough for my right flank to shift to my left. Six steps exited the map on turn 10 or 11 for an easy Russian victory, I believe I could have made the Russians task much harder had I deployed 3 platoons on each flank and kept 4 platoons in reserve at the back center of the swamp. The idea is to able to move them quickly in front of the Russians once their commander commit them to a flank. Matt's strategy was a good one. Advance in the middle and only commit the troops to the weaker flank at the last second. This forces the Germans to leave the swamp and be vulnerable to the Russian OBA. |
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1 Comment |
Great to see other dual-plays going on, even if Matt did win !
I see you and Matt are both in Va. If either of you are ever short of each other for one reason or another, do please consider skyping games with the likes of Alan Sawyer (campsawyer) on eastern time or myself, on GMT (5 hours ahead of yourselves) if you feel the need of extra play. I'm always up for more opponents.
Vince
Just Some Weak-Willed Germans | ||||||||||||
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Setup: Neither side starts on the map, therefore there are no notes for the setup. Play: Both sides rush onto the map, with the Soviets moving towards the large town in the east, while the Germans split their marines into two parts, one hugging the north edge, the other the south. The Soviets decide to push south, but the Germans arrive and setup a makeshift defense at a southern hamlet first. The Soviets smash into the Germans in the south without delay, hoping that they can punch through the Germans before the units in the north reach them. The Soviets' better morale carries the day and the German marines quickly break in morale, and the Soviets push through just before the Germans in the north arrive. A couple of Soviet units hold off the Germans as seven steps exit the western edge. Result: Soviet Victory. |
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0 Comments |
snoozer "meh" of a scenario | ||||||||||||||
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Nice to finally get another W, but I'm also glad to be moving on to something else. This scenario was not very interesting to me. I split my sailors to cover the clear ground north and south of the swamp, digging in before Rich engaged me. I got some good rolls in assault combat, delaying his timetable. The German sailors are lousy soldiers, but they got the job done for me this time. I'm much persuaded that PG shines in combined arms scenarios. We found one in RtB that looks interesting and I believe is yet to be rated. I'm looking forward to it. |
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0 Comments |