Panzer Grenadier Battles on November 23rd:
An Army at Dawn #3 - Fire Support Leyte '44 #29 - Thanksgiving Day
Carpathian Brigade #3 - Breakout and Pursuit Panzer Lehr 2 #24 - Plug the Hole
Desert Rats #23 - Te Hokowhitu-a-Tu ("War Party") Panzer Lehr #24 - Plug the Hole
Desert Rats #24 - Hill 175 South Africa's War #7 - Rear Echelon
Dragon’s Teeth #33 - Chickenshit Regulations South Africa's War #8 - Ons Is Helsems
Invasion of Germany #38 - Making Hay South Africa's War #9 - Sunday of the Dead
Jungle Fighting #9 - Another Try West Wall #8 - Making Hay
Errors? Omissions? Report them!
Final Panzer Battle
Road to Berlin #75
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 16th Panzer Division
Germany 20th Panzer Division
Soviet Union 237th Tank Brigade
Soviet Union 65th Mechanized Brigade
Display
Balance:



Overall balance chart for RtBr075
Total
Side 1 3
Draw 0
Side 2 4
Overall Rating, 7 votes
5
4
3
2
1
3.71
Scenario Rank: 249 of 940
Parent Game Road to Berlin
Historicity Historical
Date 1945-05-07
Start Time 10:00
Turn Count 24
Visibility Day
Counters 82
Net Morale 0
Net Initiative 1
Maps 2: 15, 17
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 100
AAR Bounty 153
Total Plays 7
Total AARs 4
Battle Types
Rural Assault
Urban Assault
Conditions
Off-board Artillery
Scenario Requirements & Playability
Road to Berlin Base Game
Introduction

The Soviet attempts to close off retreats to the west sparked a final effort from the German tank crews. With many battalion commanders issuing orders to stop recovering damaged machines from the battlefield and to blow up their own tanks and make their way to the American lines, not all German armored units went into action with great spirit. The last tank battle of the war played out around Klenovice in Moravia, the eastern province of today's Czech Republic.

Conclusion

The Germans "won" this battle as they achieved their objective of keeping the corridor open a few more hours, but Germany was only hours from surrender and soon all troops left in Czech lands would become prisoners or worse. The Red Army had achieved its goals: liberating its own country from the Nazis, and destroying their vile regime.


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
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)

Display Order of Battle

Germany Order of Battle
Heer
Soviet Union Order of Battle
Army (RKKA)
  • Mechanized
  • Motorized

Display Errata (5)

5 Errata Items
Scen 75

Contrary to the setup instructions, unit may NOT set up Dug-In in Towns or Woods.

(PG-Tank Dude on 2010 Apr 30)
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 951

The reduced direct fire value in Kursk: Burning Tigers is 4-4.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 993

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (4)

Bypass & Surround
Author Blackcloud6
Method Solo
Victor Soviet Union
Play Date 2024-05-29
Language English
Scenario RtBr075

A most excellent scenario. I played this with Fog-of-War, Smoke, and Road to Berlin optional "Razvedka" rule. This scenario is one of the better designed ones in all of PG. It captured the desperate final days' battle of the Reich. The Soviets are coming like a steam roller and the Germans are desperately trying to cobble together a defense. I liked the low fuel rule for the Germans and the lowered morale of the German tankers; both aspects made the German commander think hard about what to do with the panzers.

The Germans defender the two Board 17 towns stoutly and but tanks forward, with the Panther in the center forward town. This forced the Soviets to deploy early and get the infantry moving on foot. They Soviets cam with a main attack moving on the east side of the Board 18 woods with the goal of clearing the first town while a supporting attack of a company of tanks and infantry went down the west side to fix the two Pz IV platoons anchoring the German left. The attack on the town immediately fell apart as the Panther clobbered tow Emcha (Sherman) platoons. The Soviet commander immediately reassessed his plan.

he chose to bypass the Germans in the town by going east around the southeast woods which was defended by a some infantry and a PZ IV platoon. The Soviets figured they would get bogged down in a tough fight for the towns and the Emchas were way outgunned.

Using cover of smoke and the fields the Soviets headed for the woods, dispatched the Pz IV and pushed the landsers into the woods. The Germans reinforced the woods and suddenly the Soviets were bogged in a fight in the woods. But the attack on the German left battered the Pz IVs defending there and broke through. Now the Jerries were threatened on both flanks. The Soviets disengaged from the fight in the woods and set up for a run off the map. Once the tanks that attacked in the west were poised to run off the board, the Soviets executed their ext. A Pz IV platoon and JagPz IV platoon were set to fire at any Emchas trying to ext. The remaining Soviet smoke concentration allowed the west tank company to exit and then the east flank moved. The German armor took a step of Shermans but the rest, along with some infantry got off the board for the Soviet win.

Plenty of tactical options for both sides and plenty of maneuver made for a great scenario.

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The end
Author Ifig
Method Solo
Victor Germany
Play Date 2008-01-12
Language English
Scenario RtBr075

J'ai fini Final Panzer battle, dernier scénario de Road to Berlin. Le 7 mai 45, les Soviétiques essaient de fermer en Moravie un corridor par lequel les Allemands évacuent vers l'ouest. Je suis arrivé à faire sortir par le bord sud 3 pelotons d'infanterie et demi et cinq et demi de chars M4A2, soit 29 pas. Il en faut trente pour une victoire soviétique mineure ! Bon scénario où les chars peuvent s'échapper en passant de zones couvertes en zones couvertes. Les rares PzV sont dévastateurs (tir AT de 8 contre blindage de 3).

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End of the war
Author campsawyer
Method Solo
Victor Soviet Union
Play Date 2010-01-01
Language English
Scenario RtBr075

This scenario I played when I was on the road work a couple of years ago. This one I found to be interesting as the German tanks can run out of fuel as well as the Soviets are using American lend lease tanks. The Soviets have the victory conditons control the roads and towns or exit units. I had opted for the control, a little harder as well as more action. The Germans setup is to control the roads and towns as this will need to controlled for denial of either conditions. The advance was quick, tank riding SMGs and INFs quickly moved to attack the infantry in the town. The German Panther ran out of gas on the first turn, so he was out. The other German tanks put up a fight knocking out several M4A2's but the Soviet numbers overwelmed the Germans. Even though the Soviet KOM decide to kill an demoralized HMG. The soviet Lt. Col. was ready to drop all the OBA on the KOM position. The Soviets took the last town and road hex on turn 22.

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Final Panzer Battle for the Shermans
Author rerathbun
Method Solo
Victor Germany
Play Date 2010-05-24
Language English
Scenario RtBr075

A force of Soviet RKKA, 17 infantry and SMG, plus mortars and machine guns, and 12 Lend-Lease Shermans are approaching from the north, attempting to exit the south edge or take control of the road and the two small towns on it. Opposing them are 12 grenadiers plus machine guns, along with 6 tanks, mostly Panzer IV's but with one Panzer V.

The Germans set up first, in woods and towns on the southern of two boards. Most of the infantry sets up in the southern town, and in the two large woods flanking it along with the tanks, hoping to set up a crossfire on the approaching Soviets. One smaller group, with tank support, sets up in the northern town. A second small group sets up in the woods to the west of the northern town.

The Soviets approach along the road, and then deploy just out of range of the German tanks. The Soviet commander impatiently sends his tanks forward to attack the German tanks in the northern town from both sides. Big mistake. The German tanks take out several Shermans as soon as they get in range. The Panzers survive the return fire on the next turn and wipe out several more Shermans. Belatedly, the Soviets bring up their infantry. They take several losses approaching the town, but take it after several assaults. The Germans lose a tank unit when it runs out of gas attempting to retreat. The Soviets have cleared the Germans' forward positions, but have taken three hours (of a six-hour scenario) to do it and have lost more than half of their tanks.

Not giving up yet, the Soviets re-form to the east of the road in fields, out of sight of the defenders. They hope to take out the German force (two infantry and two PzIVH) in the eastern woods, then use the woods as cover to approach the town and assault it for the win. They send forward infantry and tanks in a rush, losing some infantry and a few more tanks on the way in. Unfortunately for the Soviets, the Germans get two activations to start the next turn and light up the adjacent Shermans and infantry before they can assault.

After that, the scenario is basically over. The Soviets can't clear the woods, although they do manage to destroy one PzIVH and demoralize the other. They've taken too many infantry losses to defeat the remaining defenders. At the end of the scenario they are left with only one reduced Sherman.

This was a pretty good scenario, but I'm not sure about balance. It may favor the Germans, or it may just be me. I seem to be better on defense than attack, and made some errors with the Russians. I'll have to try it again and see if I can do better with them next time.

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