| Horses
and Tigers:
Tanks and Cavalry in 'Road to Berlin'
By Doug McNair
May 2006
As Germany's defenses fell apart in the
last months of World War II, the German high
command was forced to adopt numerous unlikely
contingency plans to keep its armies in the
field. With Axis oilfields in the Balkans
being overrun by the Red Army, one such contingency
was the revival of the cavalry as a mobile
force that wasn’t dependent on gasoline.
This led to one of the most unlikely pairings
of forces in the whole war: cavalry working
with King Tiger tanks in the defense of western
Hungary.
The Tiger
II was one of Germany's greatest achievements
in military engineering, but it was slow and
vulnerable if caught out in the open. The
muddy ground conditions prevalent in springtime
Eastern Europe slowed tanks even more, so
the King Tigers weren't useful for much but
providing stationary defense against oncoming
Soviet armored columns. In this role they
were devastating, but their relative immobility
made them vulnerable to infantry attack unless
they had screening units of their own.
The German cavalry fit this bill admirably.
Immune to all but the deepest mud, cavalry
could skirt the flanks of Soviet armored columns
with ease, perform hit-and-run charges on
the Soviet infantry screen, and wear them
down long before they got in position to threaten
the King Tigers.
For this reason, the Soviet infantry had
to coordinate its movements with that of lighter
Soviet tanks and the JSU-152 assault guns
(whose anti-personnel firepower was just as
devastating as the King Tiger was against
armor). If the Soviet infantry could make
it to the Tiger II's position intact, then
the combined tank and infantry forces had
a good chance of dislodging them. But if not,
King Tigers in prepared defensive positions
overlooking a road were all but invulnerable,
and there was very little that Soviet armor
out in the open could do against them without
supporting infantry.
Game Summary
A recent running of the "Horses and
Tigers" scenario from Road
to Berlin illustrates these points.
The scenario is played on six boards, laid
out in a square with three set up vertically
north of the other three. Two roads run east-west
through the northern and southern boards.
Two hills dominate the two western boards,
and that’s where the Germans set up.
The Soviets enter the eastern board edge,
and must clear one of the two east-west roads
of all German units for a Major Victory, or
must exit at least 20 steps (tanks count double)
off the west board edge for a Minor Victory.
The Germans win a Minor Victory by eliminating
at least 30 Soviet steps, and a Major Victory
if fewer than 20 good-order Soviet steps are
on the two western boards or have exited the
west board edge at the end of play.
German Setup
The Germans have six Tiger II units and twelve
REIT cavalry units, plus a few grenadiers
and heavy machine gune, one antitank gun,
a StugIIIG turretless tank, and light offboard
artillery support. All units may begin dug
in.
The tanks are hobbled by the German fuel
shortage — each must roll a die after
moving, and on a 1 it runs out of gas and
can't move for the rest of the game. So the
German player decides to set up three Tiger
IIs on each road at the crest of each hill,
giving them maximum visual range over all
intervening cover so the Soviets can’t
use strategic movement to rush the German
positions in the early turns. The Tiger IIs
will be very hard to hit with their armor
value of 8 and the –2 penalty for AT
shots from below against dug-in units. Add
to that the Tiger II's AT firepower of 11
and range of 9, and the fact that they can
fire twice per turn, and the Soviets will
have a very hard time of it even if half the
King Tigers run out of gas on the way to the
battle.
The German player places one HMG and one
or two grenadiers just east of each Tiger
II position, on the roads at the bottom of
the hills. The HMGs will maintain a western
roadblock while the grenadiers rush eastward
to establish a forward roadblock. The German
player then deploys the cavalry on the roads
and in the area between, planning to have
them ride forward and take up charge positions
in the swamps and forests flanking the roads.
The StugIIIG goes with the northern units
since the northern road is in more open terrain
and less defensible. The AT gun (and its wagon)
goes with the southern units.
| 
Made by fascists, these machines helped
defend the Soviet peoples.
|
Soviet Setup
The Soviets have a powerful force of six
JS-2 heavy tank units, twelve not-as-heavy
T34/85 tank units, four JSU-152 assault gun
units, one captured half-strength German Tiger
unit, and nine submachine gun-armed infantry
units (SMG). They also have moderate offboard
artillery support, and can draw an aircraft
unit once per hour (on XX30 turns).
The Soviet player decides to have all his
forces enter on the northern road because
it's in more open terrain and therefore gives
the German cavalry fewer places to hide and
prepare for charges. This also takes the three
Tiger IIs on the southern road out of the
game unless they can slog their way north
without running out of gas (even then they'll
be a long time coming).
The Soviets can fire smoke once per turn,
so they'll do this to screen themselves from
the Tiger IIs and move as many tanks as close
as possible to them before opening fire. They'll
send some lighter and faster T34/85 tanks
out ahead, hoping to draw long-range fire
from the Tigers and thus reveal their positions
to the Tiger-killing JS-2s (which can fire
at almost the range of the Tigers). The tanks
will stick to the road as much as possible
moving west, while the infantry will move
along their flanks (the mud slows the tanks
enough that the infantry won't have much trouble
keeping up).
0900 Hours (Turn 1)
German initiative starts at 3, and Soviet
initiative starts at 4. The Soviets win the
roll and get one activation before the Germans.
The T34/85s spearhead the Soviet advance,
entering the road on the northeastern board
and moving westward toward the town there.
The mud adds one to the movement point cost
of all terrain entered by mechanized units
and wagons, so it’s slow going for the
tanks. They can’t see beyond the town
and the woods flanking it, so the German cavalry
uses strategic movement to gallop at least
ten hexes eastward from their starting positions
(more for cavalry on the northern road). One
cavalry detachment moves to concealed positions
in the swamp north of the road on the center-north
board.
Soviet SMG platoons then enter on the north
flank of the tank advance, and more German
cavalry moves north from between the roads
to take up position in a town north of the
northern road and west of the swamp. The rest
of the Soviet SMGs enter on the south flank,
and more cavalry moves northeast from the
southern road.
Finally, the grenadiers and StuGIII on the
northern hill move eastward on the road to
confront the Soviet tank spearhead, and the
StuG does not run out of gas.
0915
The Germans win initiative by one activation.
The StuG and grenadier move farther east to
a copse of woods just south of the road, near
the east edge of the north-central board.
Then the Soviet tank spearhead moves west
toward them, entering the town on the northeastern
board but not yet moving to within line-of-sight
of any German units. The cavalry in the swamp
north of the road take advantage of this and
use strategic movement again to move southeast,
to the woods south of the town. They intend
to hit the oncoming Soviet infantry as it
enters the woods, or from behind if they follow
the tanks down the road to the north.
More Soviet tanks enter the board on the
road, and the cavalry in the town north of
the road moves eastward to the swamp. Soviet
infantry south of the road moves west toward
the woods south of town. More cavalry moves
up from the southern road and enters another
swamp south of the road. Then the first JS-2s
enter the road from offboard, and the grenadiers
from the southern road move north, while the
German AT gun there limbers up and hitches
to the wagon for the long slog north. The
other units on the southern road remain in
place in case some Soviet units enter on the
southeast board edge.
0930
The Soviets draw one air unit — a P39
with a direct fire value of 18 and one die
of tankbusting capability. The Germans win
initiative by one activation, and send their
cavalry eastward from the swamp south of the
road into the woods south of the town to strengthen
the opposition to the advancing Soviet SMG
platoons.
The Soviet aircraft attacks but rolls a 2
and misses the copse with the grenadier and
StuG just south of the road. The grenadiers
from the south road continue moving north.
The Soviet infantry on the north flank of
the advance move westward and break into the
open north of the town. They plan to charge
directly at the copse with the StuG and grenadier,
hoping to draw their fire so the tanks in
the town can spot them and mow them down.
German offboard artillery responds and disrupts
one of the SMG units that just broke into
the open. Soviet offboard artillery replies,
hitting now-spotted cavalry on the edge of
the woods south of the road, but the fire
has no effect. The German wagon starts moving
north with the AT gun.
The tank spearhead moves to the southwestern
town hex, leaving the town hex north of them
open so the JSU-152 assault guns can move
in there and provide overwhelming long-range
direct fire against any cavalry that break
into the open near the road. The Germans pass,
and the Soviets move their south-flank SMGs
into the woods south of town to confront the
gathering cavalry there. The Germans pass
again, and the rest of the Soviet units enter
the road from the east. This is the signal
for all the units on the southern road to
start the long drive north.
0945
The Soviets win initiative by two activations,
and two SMG platoons north of the town start
by advancing directly upon the StuG and grenadier
in the copse south of the road. They move
adjacent to it, and the Germans have no choice
but to open up with point-blank opportunity
fire (even though it’s suicide for the
StuG) since they’ll get assaulted by
the SMGs next turn if they don’t.
The Germans roll a 5 on the 45 column, inflicting
one step loss on an SMG and demoralizing it,
and disrupting their captain. Other SMGs advance
behind them, but can't reach the copse because
their lieutenant had to stay behind to keep
from losing contact with the disrupted SMG
(it fails to recover). The StuG and Grenadier
hit these units with opportunity fire as well,
and disrupt one of them. On their second activation,
the south-flank SMGs move adjacent to the
German cavalry in the woods, and opportunity
fire from the cavalry is ineffective.
The German cavalry on the edge of the woods
charges northwest and hits the demoralized
SMG and its captain adjacent to the StuG and
grenadier. No tanks from the town can hit
them with opportunity fire due to woods in
the way, and the cavalry charge wipes out
the demoralized SMG and their captain.
Then the T34/85s in the town open up. The
first one hits the StuG, doing one step loss
to it and demoralizing it. The other two hit
the cavalry that just wiped out the SMG and
captain, disrupting and demoralizing the two
cavalry units respectively. Other tanks move
laterally into firing positions north of the
town.
The Soviets move three JSU-152s into the
northern town hex. Their direct fire range
is 8, so they'll have a huge field of fire
against the cavalry and grenadiers anywhere
near the road.
German offboard artillery disrupts another
SMG on the road (the artillery captain with
his itty-bitty guns is outdoing himself today
. . .), and the remaining JSU and Tiger move
west. The grenadiers from the south move north,
ending up just shy of the road on the center-north
board, and just outside JSU-152 range. Soviet
offboard artillery responds and hits them,
rolling an 11 on the 30 column and doing one
step loss and disrupting and demoralizing
the two units there. The Tigers from the south
move north, and one of them runs out of gas
just two hexes north of the southern road.
It's out of the game unless the Soviets come
south.
The turn then ends on a Fog of War roll.
The Germans have now taken three step losses
(the tank step loss counts double), and the
Soviets have taken two.
1000
The Germans win initiative by one activation.
The exposed forward units in and around the
copse activate and try to recover morale.
One cavalry unit next to the copse recovers,
but the StuG and another demoralized cavalry
fail and flee. The StuG flees westward down
the road, while the cavalry flees south.
The SMGs in the woods south of town assault
the cavalry there. It's three Soviet SMGs
and a lieutenant versus two German cavalry
and a lieutenant. Both sides roll well and
inflict one step loss. The German lieutenant
and the cavalry that took the step loss are
demoralized, and the other cavalry unit is
disrupted. One Soviet SMG is disrupted and
another is demoralized, leaving a third and
their leader in good order.
The major commanding the SMG that could not
pile into the assault hex decides the situation
on the south flank is under control, and decides
to link up with the north-flank advance. He
does this because their captain was killed
by the German cavalry charge, and all they
have now is a lieutenant with a morale of
7 and no morale bonus. He moves out of the
woods northwest and links up with them. German
offboard artillery fires and once again displays
superior accuracy, disrupting the lieutenant
and an SMG with him (smart move by the major).
Then the three JSU-152s in the town open
fire on the grenadiers and their lieutenant
in the copse by the road. Their combined firepower
is 54, and they disrupt the lieutenant and
demoralize the grenadier.
The T34/85s in the hexes north and south
of the JSU-152s both hit the cavalry next
to the copse, but the cavalry holds morale.
Then the sergeant leading the cavalry which
came up from the southern hill heads east
to the woods to reinforce the assault there.
Soviet offboard artillery hits the two cavalry
units trailing behind the sergeant which couldn't
quite make it to the woods, and demoralizes
one of them. Then the grenadier in the copse
by the road tries to recover morale but fails
and flees with its lieutenant.
The Soviet lieutenant on the road fails
to recover morale. The demoralized German
lieutenant in the assault hex in the woods
also fails to recover and exits the hex, but
the two cavalry units he was leading both
recover to good-order and stay (the demoralized
one rolls a 2, recovering to good order immediately).
More disrupted Soviet SMGs on the road fail
to recover, the German HMG from the south
road moves north, and the turn ends on a Fog
of War roll.
The Germans have now taken 4 step losses,
and the Soviets have taken 3.
| 
Slayer of Tigers, the JSU-152.
|
1015
The Soviets win initiative by one activation,
and the JSU-152s in town open fire and demoralize
the cavalry by the copse south of the road.
Then the tanks charge out of town and move
west down the road, stopping just short of
the charge range of the cavalry in the swamp
north of the road. Another tank fires and
disrupts a German leader.
The German cavalry sergeant who made it
to the woods last turn piles into the assault
hex with one of his cavalry units, bringing
the German total to three cavalry in the hex
(all good-order). The demoralized lieutenant
and cavalry unit he leaves behind are inspired
by his bravery, and both recover morale. Again,
both sides score one step loss in the assault
(both roll sixes), but all the Soviets become
demoralized. Two German cavalry also become
demoralized, and one becomes disrupted, but
the sergeant is unfazed.
Soviet offboard artillery hits the disrupted
grenadiers just south of the road and west
of the tank advance. It rolls a 3 on the 30
column, doing one step loss and demoralizing
the remaining grenadier and its leader.
German offboard artillery replies and hits
the major and his SMG unit near the road,
and rolling a 2 on the 8 column (the artillery
captain is up for a promotion . . .). The
SMG makes its morale check, but the major
becomes demoralized! The lieutenant next to
him recovers morale, but the SMG with him
does not. Demoralized German cavalry south
of the road next to the copse also fail to
recover and flee. Then the demoralized major
fails to recover and flees northeast (what
was he thinking coming here . . .), leaving
the lieutenant all alone with his disrupted
charges. The demoralized StuG on the road
also fails to recover and flees westward from
the advancing Soviet tanks.
The Soviets in the assault hex are all demoralized
and all fail to recover. They exit the hex,
but the only non-demoralized German unit there
is disrupted and can't do any damage with
its half-strength “free shot.”
The German grenadier and its leader that fled
from the copse continue fleeing, and the JS-2s
move west from the town. The HMG moves northward,
and the turn ends on a Fog of War roll.
The Germans have now taken 6 step losses,
and the Soviets have taken 4.
1030
German initiative is now 2 while Soviet
initiative is still 4. The Soviets draw a
mega-powerful IL-2-34 tankbuster aircraft,
and win initiative by two activations. The
aircraft goes after the King Tigers on the
hill, but rolls a 1 and misses the hex (where's
a decent pilot when you need him?).
The T34/85s leading the advance move west,
bypassing the cavalry in the swamp to the
north and moving beyond their charge range.
They are now within 150% of the Tiger II’s
AT-fire range, meaning the Tigers could hit
them at half-strength. They’re hoping
this will happen, so the JS-2s can spot them
and move up from behind to start hitting them
full-strength.
More T34/85s advance to a position three
hexes behind the lead tanks — they're
within charge range of the cavalry but the
intervening hex is within maximum range of
the JSU-152s in the town, so a charge would
be suicide.
Then the sergeant and his cavalry in the
woods charge the retreating, demoralized Soviet
SMGs. The two demoralized cavalry he was with
flee, but the others behind him pile in. The
Soviet leader and one SMG unit are wiped out,
but two other demoralized units remain in
the assault hex. This is good, because it
means the Soviet tanks to the north can't
fire on the Germans.
The Soviet tanks continue moving westward
on the road. German offboard artillery hits
the lieutenant and his SMGs again, but there’s
no effect. Then the demoralized Soviet units
in the cavalry assault south of town fail
to recover and exit the hex, and the cavalry’s
“free shot” inflicts another step
loss on them. The cavalry sergeant has now
crushed the southern Soviet infantry advance
completely, cutting the Soviet SMG force in
half.
The German cavalry in the swamp north of
the road decides not to charge through the
JSU-152 fire to get to the tanks on the road,
so they fall back westward to the town north
of the road and just east of the hill where
the King Tigers are. The demoralized leader
and grenadier already in the town stay demoralized.
Soviet offboard artillery then hits straggling
cavalry units just outside the town and rolls
a 10 on the 42 column, inflicting one step
loss and demoralizing the other unit.
The StuG continues fleeing west, and three
JS-2s at the south edge of town open fire
on the heroic cavalry sergeant who drove the
SMGs out of the woods there. One of the cavalry
units with him is disrupted, the other is
OK, and the sergeant himself rolls a 2 for
morale and sits his horse defiantly and unmoving
(there's an Iron Cross in this for sure).
Other demoralized German cavalry south of
the road flee, and most of the Soviet SMGs
on the road recover morale. The Tigers move
north from the southern road, and the demoralized
Soviet major fails to recover again and continues
fleeing northeast and into the woods there.
The Germans have now taken 7 step losses,
and the Soviets have taken 6.
| 
Soviet armored infantry.
|
1045
German initiative is still 2 while Soviet
initiative is still 4. The Soviets win by
one activation, and the lead T34/85 blows
up the fleeing StuG. The other T34/85s with
it spread out on the road to let the JS-2s
behind them move past and engage the Tigers
on the hill.
The heroic cavalry sergeant withdraws back
into the woods to avoid further tank fire
from the town. One disrupted cavalry which
was with him stays behind and recovers. Then
some of the T34s on the road behind the spearhead
start moving offroad to the southwest and
northwest, screening the impending infantry
advance from German cavalry. They get next
to both swamps, which will force the demoralized
German cavalry there to flee if they don’t
recover.
But the eagle-eyed German artillery captain
pre-empts the infantry advance by hitting
the Soviet lieutenant with a 3 on the 8 column,
disrupting him and an SMG with him. Soviet
offboard artillery replies and disrupts more
cavalry.
The German demoralized cavalry in the north
swamp flee from the adjacent tanks and head
for the town to the west. Then the JS-2s move
west from the town on the road while the JSU-152
assault guns move southwest offroad to screen
the south flank of the infantry advance from
the cavalry sergeant. The demoralized German
cavalry in the southern swamp flees south
from the advancing tanks, and the turn ends
on a Fog of War roll.
The Germans have now taken 9 step losses,
and the Soviets have taken 6.
1100
The Germans win initiative by one, and the
cavalry sergeant moves to the southwest corner
of the woods to give a morale boost to the
recovering cavalry that's in the open next
to the woods.
The Soviet player wants to fire smoke to
screen the tank advance so they can move into
the full-power fire range of the Tigers. But
the oft-disrupted lieutenant is the only non-demoralized
Soviet leader on the board now thanks to the
two German heroes, and he’s way back
east and can’t see past the copse to
spot the preferred smoke hex. If the JS-2s
just waltz into Tiger range unscreened they'll
be mauled, so they move up to 10 hexes away
from the Tigers and wait for the lieutenant
to get his act together. German offboard artillery
does not harm the lieutenant this turn, and
he and the unit he's with both recover morale.
A cavalry unit in the town north of the
road recovers, and a German major and two
good-order cavalry move northeast from the
town gunning for the lieutenant, running a
long dogleg outside the range of the Soviet
AFVs ahead of him. Tanks move north of the
road to counter this move and screen the lieutenant
and his SMGs as they move west. Then the three
JSU-152s just south of the road and west of
the town open fire, and annihilate a full-strength
cavalry unit just outside the woods next to
the heroic sergeant (they died bravely for
him…).
The Tigers from the south move north, and
the disrupted SMGs on the road next to the
Soviet lieutenant do not recover morale. Then
offroad tanks fire and demoralize more cavalry
north of the road. The German HMG moves north
again, and tanks move south from the road
to counter it. A German captain alone and
three hexes southwest of those tanks recovers
morale, and more tanks move north of the road
to screen the wide-riding cavalry. Then the
demoralized Soviet major in the woods northeast
of town finally recovers, and so does the
disrupted German lieutenant next to the heroic
sergeant in the woods south of town.
The Germans have now taken 11 step losses,
while the Soviets have still taken only 6.
| 
Fascist shells cannot harm our brave
lieutenant.
|
1115
German initiative is now 1, while Soviet
initiative is still 4, but the Germans win
by one activation! German offboard artillery
fires again at the lieutenant, but is ineffective.
He and his four good-order SMGs move westward
around the copse, and can now spot for smoke
(the disrupted SMG he was previously babysitting
stays behind and finally recovers). The Soviet
infantry is now completely screened by tanks
on all sides, so the cavalry has no hope of
getting to them. The Tigers therefore move
north again (their gasoline still not running
out), and are now just one hex away from being
at 150% of firing range on the T34/85s south
of the road.
The lieutenant spots for smoke fire, and
successfully places a smoke marker in a good
screening position east of the Tigers, well
within Soviet tank range.
The cavalry leader running a dogleg north
of the road changes his target and rides east
to try to kill the Soviet major in the woods.
But in the first hex he enters he’s
hit by long-range fire from the single JSU-152
north of the road, and is demoralized. He
and his cavalry aren’t going anywhere.
The Soviet tanks advance westward, with
two JS-2s and a T34/85 ending up one hex east
of the smoke marker, and more tanks trailing
in the two road hexes behind them. All are
screened by smoke.
The cavalry sergeant, with the heart of
a Hussar of old, knows the moment has arrived
and gallops out of the woods toward a charge
position south of the road, from whence he'll
hit the lieutenant or die trying. Unfortunately,
death comes early, as the three JSU-152s fire
on them immediately, rolling a 3 on the 45
column and mowing them all down. The lieutenant,
seeing his fearless sergeant and cavalry fall
under a hail of bullets, decides that it's
more important to head south through the woods
and round up the demoralized cavalry there
. . .
The Soviet tanks extend their screen north
of the road, and the Soviet major in the woods
to the northeast recovers to good order. More
units move and recover, and the turn ends
on a Fog of War roll.
During the Marker Removal Phase, the smoke
marker drifts one hex to the northeast, right
into the hex with the lead JS-2s. This is
perfect, as it screens them from Tiger fire
and lets them wait until the Tigers have revealed
themselves by firing at the weaker, unscreened
T34/85s on the road behind them.
The Germans have now taken 13 step losses,
and the Soviets have still taken only 6.
| 
The Red Army’s heavy artillery.
|
1130
The Soviets win initiative by 1 activation,
and drawn an IL-2M aircraft with light tank-busting
capability (rolls one die for tank damage).
It zeroes in on the King Tigers . . . but
rolls a 2 and misses the hex! Not a single
Soviet aircraft has hit its target all game
long. And with all the infantry's dithering,
the tankers decide to stop pussy-footing around
and just charge down the Tigers’ throats.
They’re startled out of their rage
fast, as the first Tiger opens up on the T34/85s
in the third road hex behind the smoke marker.
Tiger #1 fires twice (all tanks in this scenario
have Armor Efficiency), and with an AT firepower
of 11 to the T34/85's armor of 5, each shot
obliterates an entire tank unit! That's two
units gone, and counts for 8 Soviet step losses!
The JS-2s in the smoke hex immediately return
fire. They have an AT firepower of 8, the
Tigers have an armor of 8, and there's a –2
AT fire penalty due to the Tigers being dug
in on a higher elevation. So the JS-2s need
12s to hit. Each fires twice, and the first
one rolls two elevens, bouncing shells of
the Tiger’s armor. The other misses
completely. Gaaaaaauuuuugggggghhhhhhh!
(Or whatever that is in Russian.)
Then the second Tiger opens up on the newly-revealed
JS-2s in the smoke cloud. It fires once at
each of them, and does a step loss to each,
but both make their morale checks.
The last JS-2 in the tank spearhead is behind
the smoke cloud, so it moves offroad and up
to the town, taking up a more protected firing
position. Then two T34-85s, having no hope
of hitting the Tigers from afar, cry "Na
Zapad!" and rush the Tigers’ position,
hoping to get adjacent to it so they can use
point-blank fire. Seemingly in revenge for
the heroic cavalry sergeant, Tiger #3 opens
up with opportunity fire, annihilates one
of the T34/85 units, and does a step loss
to the other, demoralizing it.
The two mobile Tigers from the south move
north, and now have the T34/85s south of the
road within firing range. The T34/85s skedaddle,
moving north to the road, and the Soviet lieutenant
and his SMGs move westward. The turn ends
on a Fog of War roll, and the smoke disappears.
The Germans are holding steady at 13 step
losses, but the Soviets have now taken 24!
1145
Both sides now have an initiative of 1.
The Germans win by one activation, and Tiger
#1 destroys the remaining two JS-2 steps on
the road. The JS-2 that moved to the town
returns fire, but misses. Tiger #2 fires and
annihilates it. Tiger #3 hits another tank
unit, doing a step loss and demoralizing it,
and then the Tigers from the south open fire
at long range with a crossfire bonus and eliminate
the last tanks of the Soviet spearhead. The
remaining Soviet tanks pull back out of Tiger
range while the lieutenant continues moving
west with his four SMGs.
1200 - 1230
Tiger #1 keeps firing while #2 and #3 move
east and pile into the hex with the HMG on
the road. The lieutenant and his four HMGs
move west under smoke screen and adjacent
to the Tigers. Two SMGs out of four are hit
and demoralized as they move adjacent, leaving
two for the assault.
But on the 1215 turn the last German hero,
the artillery captain, earns his own Iron
Cross by disrupting the lieutenant. He can’t
order anybody but the one good-order SMG in
his own hex to assault on turn 1230. The Soviets
draw another tankbuster on 1230 and get the
initiative . . . but it rolls a
2 and misses. The Tigers then open up on the
adjacent SMGs and kill or demoralize them
all.
The tank spearhead is twisted wreckage on
the road, the infantry is shattered, and the
air force is drunk on vodka, so the Soviets
withdraw, the German score a major victory,
and the cavalry sergeant gets a whole platter
of posthumous fried eggs.
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