Panzer Grenadier Battles on April 27th:
Arctic Front Deluxe #40 - Children's Crusade Broken Axis #14 - Târgu Frumos: The Second Battle Scenario 3: Sledge Hammer of the Proletariat
Army Group South Ukraine #6 - Consternation Road to Berlin #73 - She-Wolves of the SS
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Evil Magyars
Road to Berlin #17
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 23rd Panzer Division
Germany SS Ney Regiment
Soviet Union 252nd Rifle Division
Soviet Union 63rd Tank Brigade
Display
Balance:



Overall balance chart for RtBr017
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 1 vote
5
4
3
2
1
5
Scenario Rank: --- of 913
Parent Game Road to Berlin
Historicity Historical
Date 1945-01-18
Start Time 07:00
Turn Count 40
Visibility Day
Counters 70
Net Morale 0
Net Initiative 1
Maps 4: 15, 17, 19, 21
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 116
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Exit the Battle Area
Road Control
Conditions
Off-board Artillery
Severe Weather
Scenario Requirements & Playability
Road to Berlin Base Game
Introduction

Having failed to break into Budapest from the northwest, the Germans shifted their armored divisions to the southwest axis for a new attempt. By now the panzer units had suffered enormous losses in men and equipment, so that despite committing several more divisions to this new operation the Germans moved forward with far less striking power than at the start of the month. To make up for these losses, the German Panzergruppe Breith added a newly raised regiment of Hungarian SS volunteers to the assault.

Conclusion

The Army division's command expected little of the SS regiment, raised a month earlier and having little training. But most of its men were veterans of the Royal Hungarian Army and fought surprisingly well. the Germans penetrated the Soviet lines and advanced on their objective, the city of Székesfehérvár, inflicting serious losses on the Soviet tank brigade and pushing the 252nd Rifle back to the city's outskirts.


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
  • 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
  • Motorized
Schutzstaffel
Soviet Union Order of Battle
Army (RKKA)

Display Errata (7)

7 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 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(Shad on 2010 Dec 15)
Overall balance chart for 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)
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 993

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (1)

RtB - Escenario 17
Author enrique
Method Solo
Victor Soviet Union
Play Date 2013-12-15
Language Español
Scenario RtBr017

Acabo de jugar uno de los mejores escenarios que recuerdo.

La partida ha sido larga, entre veinte y treinta horas, jugada a lo largo de más de una semana. He comprobado que PG es un sistema basado en la moral, que requiere una cuidadosa planificación de la maniobra. El objetivo es concentrar la mayor capacidad de fuego posible sobre un objetivo para debilitar al enemigo, rechazarlo o aniquilarlo y ocupar el terreno. Al mismo tiempo deben evitarse en lo posible los efectos del fuego enemigo.

La consecución de este propósito conlleva, en mi opinión, que las partidas sean lentas, que precisen un elevado número de turnos y que se agoten todas las posibilidades de la maniobra, lo que supone jugar sin la regla "Fog of War". Esto permite extraer todo el jugo de este sistema.

En la partida en cuestión se ha comprobado todo lo dicho. En principio estaba prevista a cuarenta turnos. La situación estuvo en todo momento muy equilibrada, aunque en determinadas ocasiones parecía decantarse a favor de uno y otro bando. Al final -turno 29- la victoria la obtuvo el bando soviético.

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