On October 21st in Panzer Grenadier:
First Axis #29 - Brown BattalionsGo for Broke #4 - Counterattacked
Go for Broke #22 - Task Force O'ConnorGo for Broke #23 - Counterattacked
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Road to Berlin

Road to Berlin boxcover
Designers Bennighof,
Knipple
Game Type Standalone
Format Boxed
Release Date 2006-06
Availability In Print
Scenarios 75
Counters 825
Counter Type Die-cut
Maps 8
Immortalize yourself as the first member to complete this game!
Overall Rating, 211 votes
5
4
3
2
1
3.42
Standalone Rank: 7 of 15
Display
Balance:



Overall balance chart for Road to Berlin
Total
Side 1 116
Draw 15
Side 2 74
box back

The last days of World War II in Europe, as the Red Army drove the madman's forces back to the ruins of Berlin. King Tiger and Stalin heavy tanks, Waffen SS and Germany Navy troops, Hungarian forces and more take part in 75 scenarios (separate game situations) depicting the fierce battles at war's end.


Display Scenario List (75)

Scenario Plays AARs Rating
01. Red Danube 14 7 3.9
02. Heading Downstream 6 2 3
03. Viking Attack 7 1 3.6
04. Cavalry Reborn 9 3 3.7
05. Tank Battle at Bajna 5 5 4.4
06. Viking Halted 3 0 3.7
07. Viking Renewed 3 1 3.3
08. Gran River 5 2 3
09. Cavalry Again 1 1 5
10. Panzer Feint 3 0 3
11. Gates of Komorn 2 3 4.5
12. Tigers at Zamoly 1 0 4
13. Red Rampage 1 1 4
14. Teutonic Soil 2 1 4
15. Panzers in Prussia 1 0 3
16. South of Warsaw 4 3 2.6
17. Evil Magyars 1 1 5
18. Tiger Trap 4 1 4
19. Szekesfehervar Airport 4 3 4.8
20. Drive on Baraska 7 4 1.9
21. Quiet Sector 1 2 3.5
22. Guards and Tigers 0 0 0
23. Night of the Tiger 0 0 0
24. Second Kinersdorf 1 1 4
25. Fritz's Heirs 0 0 0
26. Ad Hoc 9 3 3.3
27. Oder Flood 5 1 2.8
28. Hero of the Soviet Union 8 4 3.7
29. Night of the Swabians 1 1 3
30. Brandenburg Panzers 5 3 3.8
31. Reitwein Forest 6 6 3.5
32. Luck of the 21st Panzer 4 2 3
33. Out of Luck 0 0 0
34. Infantry Attacks 1 0 4
35. Kutuzov's Heart 2 2 3
36. South Wind 5 2 2.8
37. Gran Intermezzo 3 1 4
38. Flemings Sabred 2 0 3
39. Evil Russians 0 0 0
40. Clash of Giants 0 0 0
41. Spring Awakened 3 3 3
42. Children of Vienna 1 0 4
43. The Potato Fortress 4 2 4.3
44. Konig's Tigers 0 0 0
45. Courland Pocket 1 1 3
46. South of Balaton 0 0 0
47. Guards Meet Guards 1 1 5
48. Kustrin Corridor 0 0 0
49. Horses and Tigers 2 1 3
50. Final Counter Attack 1 1 3
51. Malomsok Bridgehead 1 0 3
52. A Thousand and One 1 1 5
53. Favoritenstrasse 1 1 4
54. Seelow Heights: The Center 1 1 5
55. Seelow: The Tank Battle 6 2 3.3
56. Life Guards 0 0 0
57. Heroine of the Soviet Union 1 1 3
58. Seelow: The South Flank 2 1 4
59. Bloody Quagmire 2 1 3
60. The Ego Unleashed 1 1 2
61. Rautenkranz Bridge 5 4 3.4
62. Konarmiya 0 0 0
63. Seelow: The Heights Again 1 1 4
64. Seelow: Fort Apache 2 2 2
65. Ambush 1 1 3
66. Highway to Hell 1 1 4
67. Canal Line 1 1 3
68. Batteries of the Dead 7 5 3.3
69. Dutch Treat 2 1 2.5
70. Gasoline Alley 2 2 3
71. Horst Wessel's Last Verse 2 1 3.7
72. What Do You Do With a Drunken Sailor? 10 8 3.3
73. She-Wolves of the SS 0 0 0
74. Czech Mate 2 1 3.5
75. Final Panzer Battle 6 3 3.5

Display Order of Battle

Germany Order of Battle
Hungary Order of Battle
Army
Soviet Union Order of Battle

Display Relevant AFV Rules

AFV Rules Pertaining to this Game'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).
  • 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)
  • Unarmored Weapon Carriers: These are unarmored halftracks (Bufla and Sk7/2) or fully-tracked vehicles (Karl siege mortar) with mounted weapons. All are mechanized, except the BM-13 (Katyusha rocket launcher mounted on a truck). They are weapon units, not AFV's, so they are never efficient and cannot be activated by tank leaders. (SB)

Display Errata (28)

28 Errata Items
Scen 8

Soviets have only 8 (not 9) SMGs. The first 4 turns are visibility 1, which means night rules are in effect for those turns. However, the Soviet player still gets air support.

(PG-Tank Dude on 2010 Apr 30)
Scen 13

All Guards RIF are actually INF.

(PG-Tank Dude on 2010 Apr 30)
Scen 14

Soviets get 2 x ENG and 4 x 82mm mortars.

(campsawyer on 2010 Oct 30)
Scen 16

There are not enough Soviet Guards SMG or T34/85 units. The counter mix is short by one for SMG's and two for the T34's.

(vince hughes on 2011 Mar 04)
Scen 25

All Guards RIF are actually INF.

(PG-Tank Dude on 2010 Apr 30)
Scen 27

In the German setup, 9 INF should be 9 GREN.

(PG-Tank Dude on 2010 Apr 30)
Scen 39

Not sure the Axis side should be shown as German & Soviet Union v Soviet Union. The Axis forces have elements of the RUSSIAN National liberation army and use reduced SS pieces. I think the 'Soviet Union' Nomenclature for side 1 should be got rid of as misleading.

(vince hughes on 2013 Sep 14)
Scen 47

All Guards RIF are actually INF.

(PG-Tank Dude on 2010 Apr 30)
Scen 54

All Russian units are Guards. 24 x RIF should be 24 x INF. Use RKKA units when there aren't enough Guards units to fill out the scenario.

(PG-Tank Dude on 2010 Apr 30)
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)
Scen 73

All Guards RIF are actually INF.

(PG-Tank Dude on 2010 Apr 30)
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 2

Two 105mms (ID#s 1204, 1205) have "16-31" fire values in black (direct fire), when they should be in white (indirect fire).

(Shad on 2010 Dec 15)
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 484

Liberation 1944's Tiger movement and armor ratings are backwards. They should be Armor 7 and Movement 5.

(petermc on 2014 Feb 14)
Overall balance chart for 54

The movement allowance on the counters in Airborne is misprinted. It should be "3."

(rerathbun on 2012 Jan 30)
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)
Overall balance chart for 439

All SS 75mm IG guns are direct fire weapons (black), not indirect (white).

(Shad on 2010 Dec 15)
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 993

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)
Overall balance chart for 896

These units should have a Direct Fire rating of 2-3, just like the RKKA and NKVD counterparts.

(danradz on 2011 May 04)
Overall balance chart for 887

Direct Fire values should be 5-1. Ignore misprints.

(danradz on 2011 May 04)
Overall balance chart for 881

All Guards JS-IIs should have AT fire values of 8-8.

(Shad on 2010 Dec 15)
Overall balance chart for 912

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)
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 Nations (3)

Nations at War - Scenario Appearance Percentages
Soviet Union
101%
Soviet Union
Germany
99%
Germany
Hungary
5%
Hungary

Display Battle Types (13)


Display Conditions (9)

PG-HQ Library > Games > Road to Berlin
Errors? Omissions? Report them!