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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Czech Mate
Road to Berlin #74
(Attacker) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 19th Panzer Division
Germany 8th Panzer Division
Soviet Union 42nd Guards Tank
Soviet Union 5th Tank Brigade
Display
Balance:



Overall balance chart for RtBr074
Total
Side 1 3
Draw 0
Side 2 0
Overall Rating, 3 votes
5
4
3
2
1
3.67
Scenario Rank: --- of 940
Parent Game Road to Berlin
Historicity Historical
Date 1945-05-06
Start Time 07:00
Turn Count 30
Visibility Day
Counters 84
Net Morale 1
Net Initiative 0
Maps 2: 16, 21
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 105
AAR Bounty 171
Total Plays 3
Total AARs 1
Battle Types
Meeting Engagement
Rear Guard
Road Control
Rural Assault
Conditions
Off-board Artillery
Scenario Requirements & Playability
Road to Berlin Base Game
Introduction

With the war rapidly coming to a close, the Red Army fought to take Europe's last great capital, Prague, before the Americans could seize it and to cut off German troops trying to make their way west. To keep the corridor open to the west, remnants of several panzer divisions met the advancing Soviets head-on southeast of Prostejov in Moravia.

Conclusion

The Germans kept their corridor open, allowing civilians and shattered remnants of assorted military units to stream to the west. With Hitler dead and the political situation confused, the Wehrmacht ended its days fighting out of habit more than conviction.

Additional Notes

G2 note: The book says the 42nd Tank Brigade was present. This is very unlikely since it was disbanded January of 1943. That is why the 42nd Guards Tank Brigade has replaced it.


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)
  • Self-Propelled Artillery: 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).
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.
  • 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
Soviet Union Order of Battle
Army (RKKA)
  • Foot
  • Mechanized

Display Errata (3)

3 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 51

One Wespe (ID# 1201) should have an armor value of 1 on the front and back of the counter.

(Shad on 2010 Dec 15)

Display AARs (1)

Road to Berlin, Scenario #74, Czech Mate
Author JayTownsend
Method Solo
Victor Germany
Play Date 2010-01-01
Language English
Scenario RtBr074

In my delirium to get a turn or two in last night, I waited far too long to unload my German transports and a number of them got to close to the Russian T-34C’s & T-70’s, blown up with passengers. We’ll see if the German can recover enough to continue one of their last full scale advances of the war. I guess that is about the biggest error you can make in PG but I think I still have enough left to do the job, we’ll see.

I noticed that Armored Cars are tough to use in late war battles, with the low armor protective factors. It's better to use them with Infantry or behind enemy lines but always away from AT guns & Tanks. I lost all my German Armored Cars but they were useful in taking out a couple of enemy steps.

Kind of an anti-climatic AAR, the Germans came away with a total victory even with the set-back in the beginning. I think this scenario favors the German but never the less, a very fun scenario to play. I finally got to push around those Russian T-70’s counters I was longing for all these years. I think they will do better in 1942-43 scenarios against Pz III’s then the 1945 scenarios against Panthers. It kind of reminds me of situations in the Battle of the Bulge with Stuarts and against Panthers.

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