| On
the Road to Berlin:
A Designer’s Preview
By Mike Bennighof, Ph.D.
May 2006
After several years’ gestation, it’s
almost time to unveil the latest major release
in the Panzer
Grenadier line, Road
to Berlin.
Because we put 112 scenarios in Eastern
Front Deluxe Edition, we felt it important
to include a large number in Road to Berlin
as well, even though all of Berlin’s
would be new where 48 of Eastern Front’s
had appeared in the game’s first
edition. That made it the largest design job
I’ve ever tackled, though not the largest
we’ve published — Leyte
Gulf represents far more design and
research effort.
Physically, Road to Berlin has the
same number of maps (eight) as Eastern
Front Deluxe, but 165 more playing pieces.
These are less open than those of the earliergame,
as the fighting took place in parts of Poland,
Germany and Hungary with more hills, farms,
forest and small towns. So the boards have
much more limiting terrain on them. There
are two boards with large hills; these were
designed with the Seelow Heights east of Berlin
in mind where heavy fighting occured in April
1945, but proved very useful for the hills
of western Hungary as well.
There’s just one river board, as opposed
to two in Eastern Front, but it’s
a very wide river, sometimes two hexes wide
and it has an island in it. There are of course
special rules for crossing a wide river, and
for getting on and off the island. There are
also swamps and ponds, reflecting the terrain
of Eastern Europe, and more woods,
usually broken up by fields and towns.
Artwork on them is by Shannon Brown, but
uses the same style as those in Eastern
Front Deluxe and they’re completely
compatible.
There are 825 playing pieces, including 165
markers. The combat units represent six distinct
services: the Red Army of Workers and Peasants,
Soviet Guards, the German regular Army, the
German Navy, the Waffen SS and the Royal Hungarian
Army. There are many new tank types: German
Royal Tigers and Jagdpanthers, Soviet T-34/85,
JS-2, KV-85 and Sherman tanks and SU-76, SU-85,
SU-100, SU-122 and JSU-152 assault guns. The
Soviets even have SU-76i assault guns (modified
captured German PzKfw III tanks) and captured
Tiger and Panther tanks.
The Tiger tanks see plenty of action (at
least the German ones); there are nine Royal
Tigers (six Army and three SS) and three just
plain Tigers. Royal Tiger (also known as Tiger
II) tanks appear in 20 of the 75 scenarios,
with as many as six of them in play at once.
Several times they challenge the Soviet equivalent,
the JS-2 heavy tank.
To make room for all of those tanks, the
Hungarian contingent is much smaller than
initially planned. Hungarian troops appear
in five scenarios; by 1945 the Royal Hungarian
Army was pretty well spent and only two of
its divisions were still considered truly
combat capable. The German Navy shows up once;
the sailors are not very keen on fighting
land battles.
All 75 scenarios take place during 1945;
conveniently the Germans launched their Operation
Konrad offensive in Hungary on New Year’s
Day and that becomes our starting point. Though
the Soviets had the operational initiative
and thrashed the Germans pretty soundly in
the wider context of the war, on the tactical
level the Germans are still capable of putting
up a fight under some circumstances. In the
actions depicted, particularly those set in
Hungary, the Germans are often on the attack
and even have local superiority. Their unit
quality varies from phenomenol to the utterly
incompetent.
Sixteen scenarios are set in the epic battle
around the Seelow Heights. A dozen come from
Operation Konrad in Hungary. The rest range
from the Courland Pocket, through the battle
for Vienna, to East Prussia and back to Hungary.
Playing times range from an hour or so to
many yours; game size (someone will demand
to know) goes: four scenarios with one map,
24 with two, nine with three, 30 with four
and eight with six. There are no scenarios
requiring parts from another game, or from
another copy of this one.
There are many tank battles, there are infantry
fights, there are even fighting women (in
“She-Wolves of the SS” female
guards from the Ravensbruck camp spearhead
an attack; in “Heroine of the Soviet
Union” Guards Senior Sgt. Lara Kravets,
a party organizer by trade, takes up a pistol
when all the officers fall dead and leads
the 63rd Guards Rifle Regiment to victory
over the fascists). There are river crossings,
meeting engagements, frontal assaults on fortified
lines, and even suicidal pro-Nazi Russians.
It’s a wide mix of scenarios, drawing
on sources in German, Russian and Magyarul.
Plus, Road to Berlin was designed alongside
the new Third Edition series rules and every
copy sold will have these included.
A long time ago I stopped ending design notes
with “I hope you have as much fun playing
the game as I did designing it.” Because
it wasn’t much fun at all: Road to
Berlin represents an enormous amount of
research, writing and design. But what’s
emerged from Doug McNair’s development
does exactly what I wanted it to: It shows
the Nazi regime could put up an enormous fight
on the tactical level even well after the
war had clearly been lost. I think you’ll
find both fun and historical interest in playing
it.
Click here to order Road
to Berlin! |