Panzer Grenadier Battles on October 24th:
Afrika 1944 #22 - PAKfront Leyte '44 #12 - Flying Wedge
Fronte Russo #9 - Potemkin Village Leyte '44 #13 - Failure at Buri Airfield
Red & White #28 - Bastion
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Clash of Giants
Road to Berlin #40
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 1st Panzer Division
Germany 509th Heavy Panzer Battalion
Soviet Union 155th Rifle Division
Soviet Union 249th Separate Tank Regiment
Display
Balance:



Overall balance chart for RtBr040
Total
Side 1 2
Draw 0
Side 2 0
Overall Rating, 2 votes
5
4
3
2
1
5
Scenario Rank: --- of 1093
Parent Game Road to Berlin
Historicity Historical
Date 1945-03-06
Start Time 06:30
Turn Count 30
Visibility Day
Counters 108
Net Morale 0
Net Initiative 0
Maps 4: 14, 15, 19, 21
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 117
AAR Bounty 163
Total Plays 2
Total AARs 2
Battle Types
Exit the Battle Area
Road Control
Rural Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Terrain Mods
Scenario Requirements & Playability
Road to Berlin Base Game
Introduction

With Germany's last armored reserves, Adolf Hitler demanded an attack be launched in Hungary with coming of spring. There would still be frost, he declared, to keep the ground firm and the Red Army would never expect an attack in Hungary as Budapest had fallen in February. The Soviet command definitely did not expect such lunacy, and though enemy Panzer formations had been identified and anti-tank defenses put in place, the Red generals did not really believe an attack would actually commence. Right on schedule, the Panzers advanced on Seregelyes.

Conclusion

The Soviets at first stopped the German advance, but the Tigers shot up the Soviet heavy tanks and the panzers resumed their march. The Red Army had not really believed an assault would come in this sector with Berlin in danger, but even at this late date the German showed they could conduct mobile assaults with skill. The Tigers rumbled forward toward the Danube, with seemingly little in the way that could stop them.


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
  • 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
Soviet Union Order of Battle
Army (RKKA)
  • Mechanized

Display Errata (5)

5 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 951

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

(plloyd1010 on 2015 Jul 31)

Display AARs (2)

Death Ride of the Kings
Author Blackcloud6
Method Solo
Victor Germany
Play Date 2025-06-19
Language English
Scenario RtBr040

I've always felt that Road to Berlin has some excellent scenarios, many of them with maneuver , which are fun to play. "Clash of Giants" did not disappoint and may well be the best PG scenario I have yet played. This one can be played many ways as there is a good sixed map with many avenues of approach and ways to defend. Both sides have to think it through and plan well.

The Soviets set up a defense in depth with a forward detachment long each road, dug in to delay the German advance. They put their light AT guns up there to hold the Panzergrenadiers at bay or force them to deploy so as not to get shot up in their Hanomags. The JS-2 tanks set up in the middle of the board to react in either direction. Then back about midway on the eastern boards the Soviet dug in a main defense on the southern road and centered the northern road defense on the town with AT guns on the flanks to trap the Germans.

The Germans chose a main effort attack on along the northern road with a supporting attack on the southern road to fix those enemy forces in place to not allow them to converge on the main effort. The King Tigers came in the center right at the Stalin tanks.

The attack jumped off well with the first half hour seeing furious tank battle that left all but one step of the Stalins burning for a loss of a PZ IV step and a Panther step. Then Germans came at the first line of Soviets with just their armor and reducing each with artillery and tank fire. But the supporting attack stalled when the Company Commander was killed by artillery moving to a position to call in fire. That left a feldwebel to lead the infantry into the woods to clear out the retreating Soviet infantry. He was wounded and the infantry attack quit until the medics patched him up.

n the north the Germans moved toward the main defense and had to deploy the infantry on foot to clear out the AT gun positions on the flanks, braving murderous artillery fire they accomplished their tasks and the whole northern force converged on the town. Then the Sturmoviks showed up and started pounding the King Tigers driving up the German casualty count. Now the the issue was in doubt as the Soviets reached their Minor Victory, the German now had to fight for a major victory which meant holding the northern road open while getting enough steps off the board. The Soviet defenders were getting mauled but held the town almost to then end, then collapsed. The Germans ran for the board edge and braved air, artillery and repositioned AT gun fire to just get 24 steps off the board in the final moments of the game. The Soviets tried to move the only surviving combat unit to the road to achieve their Major Victory condition: a 120mm Mortar unit on wagons. But the attempt at smoke to block the German OP failed and the German artillery blew the wagons and mortars away. The last German unit, a one step King Tiger platoon lumbered off the board to win.

This was a brutal scenario with the Soviets losing 55 pints of step losses and the losing 25; a death ride for sure.

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Clash of Giants, Road to Berlin scenario 40
Author filbox (Germany)
Method Face to Face
Victor Germany
Participants unknown
Play Date 2026-07-23
Language English
Scenario RtBr040

With Germany’s last armoured reserves, Hitler demanded an attack to be launched in Hungary with the coming of spring 1945. It was pure madness and the Soviet command definitely did not expect such lunacy.

As such, the 1st Panzer Division march eastwards from Székesfehérvár towards the Danube River. They have two routes of advance but they chose not to split their force and march solely along the northern road. Their plan is to at least take control of the road and then see where the ship strands ( wonderful Flenglish). The Soviets on the other hand, were totally unprepared. They have put up a vanguard 85mm battery in the westernmost wood, another one together with a JS2 tank platoon in the woods just north of Seregelyes (the northeastern town along the road), a battalion of infantry in this very same town and a second battalion in Belsobarand, the second village situated just a click south of Seregelyes. All the other units are quartered within the southeastern woods locally called Vadaskert woods. Their objective is to stop the attack dead cold and as such they call in a huge favour of the VVS (the Red Airforce). They plan to not give the Germans a lot of targets while slowing them down with deadly artillery and the VVS.

But while the VVS command confirms the deal with a lot of “da da da”, they did a crucial no show for the first 90 minutes. Guess they had a more important football match just before scramble! During that time, the Germans were already exiting their first few units from the board. The defenders of Seregelyes put up a valiant struggle but they were no match for the Königstigers and Panthers. The Josef Stalin tank unit in the nearby wood panicked and tried to reach HQ but got smashed the moment it left cover. Things looked grim for the Soviets. The plan to stop the German juggernaut by denying them targets proved to be a giant mistake. The northern road was secured by the Germans in no time and there were enough bodies waiting to be taken in Belsobarand to easily score a major victory.

But then a glimmer of hope. Two JS tank formations blow their cover from the Vadaskert wood to shoot at three Königstiger platoons at 1600 yards. The first shot is a direct hit! The second is a miss and the Soviet tanks are obliterated by the returning fire, but it gets the Soviet commander up from his ass. The whole shebang moves out of the cover of the woods towards the north where the action is. And then the distant rumblings of Soviet planes can be heard.

At 9.15 (t12), the Germans exit a Panther and PzIV unit (already 18 steps exited by now) when right behind them, at the outskirts of Seregelyes, an IL2 squad targets a cluster of heavy armour. It does no direct kills but demoralizes a TigerII platoon and disrupts both Panther units. This leaves the town suddenly empty and immediately the Russian infantry dashes over from Belsobarand. With the might of the Soviet force now flanking the German positions in the wood opposite Belsobarand, a foot race ensues to reach Seregelyes first. The Soviets win. But the Germans do not try to recapture the town, they bypass the village and move up further north to try their luck around the northern wood. Luckily a Russian battalion was onto this move and made it their mission to close this gap. A single German platoon manages to escape from the map, but the others are contained and dealt with.

By now the whole eastern side of the map is littered with recovering troops of both sides. Steadily the German infantry is picked off one by one. And when at 10.15 the German CO gets killed whilst acting carelessly alone, German morale drops significantly. At 10.45 (t18), the Russians are the first to claim a temporary major victory by doing enough damage and moving the 85mm from the southwest woods onto the road. But oddly enough this is the moment the Germans had been waiting for! A German Sgt runs to spot the lone 85mm and artillery smashes it to pieces with its first shot. The tables have completely turned now because the Russians have just two leaderless 45mm and a single reduced / disrupted JS2 unit in the vicinity to reclaim the southern road, but all are on the wrong side of the Vadaskert wood! And right in front of them rumbles a TigerII in their direction…

Quick as they can, one of the 45mm limbers up and disappears into the wood to retry to secure the road. Three infantry units led by the Russian Major sprint from Belsobarand back to their former HQ while at the same time the JS crew desperately tries to recover morale. When the Tiger rumbles within spotting range, the tankers have no other choice than to snail pace themselves through the wood towards the road. The Germans now realize that the slow Tiger cannot manage this task alone and send a swift moving Panther platoon all the way from Seregelyes straight through the Soviet backline. But as it is whizzing by Belsobarand, a deviously lurking and thus completely overlooked by the Germans, JS2 unit shoots it in the flank. The Sgt and the Tiger will have to do this on their own! German OBA stops 2 of the 3 Russkie footsloggers while the Tiger and Stalin are doing their Konga line through the forest.

Meanwhile, at 12.15, the Germans are finally able to get enough troops off the board to claim their Major Victory objective. All they now have to do is deny the Russians from controlling any part from both roads. A big task indeed, considering that three quarters of Seregelyes is in Russian hands along with Belsobarand and the north woods. All the Germans have left in this part of the battlefield is a half squad in Seregelyes, three unscathed heavy panzer units on the northern road containing the Soviet occupants of Seregelyes and all their HMGs controlling the western part of the road.

At 13.00 (t27) a loud Ura from the Soviet CO is heard when the German Sgt succumbs to Russian OBA. This means that the southern road is certain to remain under Soviet control. A draw is in the making! What happens next is stuff made for legends. The German OBA gets called back towards Seregelyes and starts a veritable killing spree. Every shot is a direct hit wreaking havoc by raining hell onto the thin and brittle Russian line. The Russian commander’s Ura quickly turns out to be a bit premature. But all is not lost when in the last interval of the penultimate turn, the Russian Col orders an infantry unit to dash through Seregelyes right beside the hulks of two of the three panzer units. All the Soviets now have to do is win the zero vs zero initiative roll, assault both panzer units, which would also stop the Germans from spotting because they had infantry leaders riding on the tanks, and a draw is probably in the bag. Alas, the Germans win initiative by more than two. First they order a Panther unit further up the road to deny the sole remaining Russian infantry unit in the north wood from moving to the same spot. Drat, he had noticed it! Then the half squad in Seregelyes assaults and pins the bold moving infantry. Again drat! The Soviet Col returns the favour by also assaulting the two Tiger platoons to simply prevent them from opportunity firing the last Russian infantry unit capable of dashing onto the road. However, accurate German OBA stops that move before it even happens. Clutching at the very last bit of straw, the VVS is called in with a mighty three antitank attack plane versus the Panthers in the hope of somehow clearing the road again, but the plane undramatically fails to show up! And thus the Germans win a very hard fought Minor Victory!

Russian lamentations all through the debrief. Curses were uttered towards the totally useless VVS. They did a no show for the complete first third of the scenario and then failed to hit the board during the immensely critical last five turns! Curses for the uncharacteristic bad performance of Soviet OBA. They only did one good hit by killing the lone German Sgt. Curses for the smirking German remark that killing that Sgt was the key to the German win. The Germans were so preoccupied by the southern road that they neglected the outskirts of Seregelyes completely. Having the southern road snatched away so brutally, they focused back to the north where a few good hits obliterated just about all Russian threats. Curses for being right! Curses! But what a game we had! Again everything being decided on the last dice roll of the very last turn. We have no other option than to give this scenario a whopping 5 out of 5. Hell, we declare the whole road to Berlin module a well deserved 5! If you ever manage to buy, beg, borrow or heck even steal one box of the Panzer Grenadier series, make sure it is this one, you will not be disappointed!

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