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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Tiger Trap
Road to Berlin #18
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 3rd SS "Death's Head" Division
Germany 509th Heavy Panzer Battalion
Soviet Union Guards
Display
Balance:



Overall balance chart for RtBr018
Total
Side 1 2
Draw 2
Side 2 1
Overall Rating, 5 votes
5
4
3
2
1
4.2
Scenario Rank: 37 of 913
Parent Game Road to Berlin
Historicity Historical
Date 1945-01-18
Start Time 09:00
Turn Count 20
Visibility Day
Counters 141
Net Morale 1
Net Initiative 2
Maps 2: 16, 21
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 117
AAR Bounty 165
Total Plays 5
Total AARs 2
Battle Types
Hill Control
Rural Assault
Urban Assault
Conditions
Entrenchments
Minefields
Off-board Artillery
Severe Weather
Scenario Requirements & Playability
Road to Berlin Base Game
Introduction

Detecting the movement of German armored columns - one from the northern approach to Budapest and one from the southwest - the Red Army placed its own reserves in their path. Between the big lakes Balaton and Velencze, the prepared one of the fortified zones the Germans called "pakfront": studded with anti-tank guns and backed by plenty or artillery. Though the Hungarians issued warnings, the Germans ignored them and plunged forward anyway.

Conclusion

The German tanks, both SS and Army, became bogged down in the Soviet minefields. Trapped in the killing zone, they suffered heavy losses as entrenched anti-tank guns shot them to pieces and artillery and rocket fire rained down on them from the 9th Guards Breakthrough Artillery Division arrayed behind the Soviet lines. The 509th lost 11 tanks, claiming 20 Soviet ones destroyed (twice the 1st Fortified Region's inventory). Slowly, the Germans ground through the Soviet defense and took both hills. The offensive would continue at all costs.


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
  • 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).
  • 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
  • Towed
Soviet Union Order of Battle
Army (RKKA)
  • Towed
Guards
  • Mechanized

Display Errata (5)

5 Errata Items
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 408

The Units in Beyond Normandy were misprinted with a movement factor of 5. The movement factor should be 8.

(rerathbun on 2012 Mar 21)
Overall balance chart for 408

Liberation 1944's counters are mislabeled 'PzIVF2.' The counter's ratings are correct (Armor 5, Move 8, DF 11-6, AT 6-8).

(rerathbun on 2014 Feb 14)
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 (2)

The Axis Rebound
Author KirkH
Method Solo
Victor Germany
Play Date 2008-07-01
Language English
Scenario RtBr018

Soviets set up in westernmost towns with a string of minefields north to south four hexes from the western edge. Other Soviets were on the western hill as well as the eastern mountain. Germans advanced along entire front and lost nine steps on turn one. After seven turns the Germans still hadn't gotten past the two towns on the western board and had suffered a large number of casualties, mostly due to Soviet OBA. The German plan then changed as they worked to bypass the towns and head for their objective on the eastern board. The German armor moved east and attacked the Soviets in the board 16 town while the infantry tried to catch up. The Soviets held out until the final turn when the Germans captured the final town hex to take a minor victory. All in all a very fun scenario that would warrant replaying.

0 Comments
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Tigers to the attack
Author CraigA
Method Solo
Victor Germany
Play Date 2016-11-16
Language English
Scenario RtBr018

A large but interesting scenario.

The Russians set up mainly on the hillsides with the guns to the front. The tanks and infantry were mainly around the town but with a detachment of infantry and ATR in each of the forward towns. This forward setup was a risk but repaid in full as it held the Germans up and made it hard to get through to the main Russian line and also caused some loss to german initiative.

When this line was finally broken it suddenly changed the whole picture as it allowed the German heavy tanks to engage the weaker Russians tanks and the result was never in doubt as numbers and quality took over. Having said all that it was a struggle against the well positioned and emplaced Russians.

All in all the best game so far in my return to this series after a long hiatus!

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