The Final Battle:
Berlin 1945

Theatre of Operation
Scenario Order of Battle

by Jon M. Haworth

Russian

The lists that follow can serve as a guideline to help you set up the attacking Russian forces of General Zhukov's First Belorussian Front. This is an infantry platoon level scenario with some armor support. You will also need roughly 12 to 24 extra Russian figures for random encounters. German figures can range from 12 to 36. Troop type and combat ratings are taken from the Russian and German Army lists for THEATRE OF OPERATION.

INFANTRY UNITS

COMMAND SQUAD:

    1 Officer PPHS 41 sub-machine gun
    1 NCO PPHS 41 sub-machine gun
    1 Corporal PPHS 41 sub-machine gun

INFANTRY SQUADS: 3 ea.

    1 Sergeant PPHS 41 sub-machine gun
    1 Corporal PPHS 41 sub-machine gun
    8 Soldiers PPHS 41 sub-machine gun
    1 Soldier SG 43 light-machine gun
    1 Sniper Mosin-Nagant sniper rifle

All figures are equipped with 2 each of Defensive, Offensive and Smoke grenades.

ARMOR UNITS

COMMAND TANK

    T34/85 Crewed by Elite troops
    T34/76 '43 Crewed by Elite troops
    T34/ 76 '43 Crewed by Elite troops

All crew figures are equipped with PPHS 41 sub-machine guns and 2 each of Defensive, Offensive and Smoke grenades.

GERMAN UNITS

All German units are generated on a random encounter chart. The gamemaster may choose to equip the German figures as the scenario dictates, the closer the Russians get to the target, the more heavily armed the defenders will be.

GAME SET UP

I use a 6' x 8' game table, on which I divide up into 2' sections. You can use any size table, just divide it equally along each side as close to 2' sections as possible. All the encounters are based upon 2' areas. The sections are marked where the corners come together as in the illustration below. The center marks give you a reference point for new encounters.

Table terrain should consist of items including bomb damaged buildings, rubble, blockades, deserted vehicles, barb wire or anything that will create the illusion of a city devastated by continuous shelling. I have added a few items to my Stalingrad collection of buildings, namely the Reichstag, which gives me an alternate scenario for their use.

Remember, you can let your imagination run when building your city, however researching old photos is always a good idea.

Russian players set up their figures to run the length of the table. They get a free first turn, this allows them to establish a marching order. The starting point in my case would equal a 2' x 6' area. As the figures move forward there will be no encounters until a figure crosses into a new section.

RANDOM ENCOUNTERS

Encounters are based on a card system using a regular deck of playing cards. The cards are divided into the four "suits", Hearts, Diamonds, Clubs and Spades (take out the Jokers). This also follows the order of least resistance (Hearts) to heaviest (Spades). Shuffle each stack thoroughly and set aside until needed.

As the Russian figures move about the table, they will inevitably move out of the section they are in and enter a new one. The Russians are allowed to fmish their turn. On the following German turn, take the shuffled stack corresponding to the encounter level of the table (lowest to highest resistance) and turn over the top card. If more than one section has been crossed into, then turn a card over for each additional section and add it to the first. This could mean that several things may happen at once!

Encounters vary in intensity and type of threat. Refer to the encounter table to see what happens to the Russians, follow the charts to determine the size, location and degree of readiness. The "new" encounter should happen immediately, the only exception would be a sniper attack. Only one encounter per section is allowed, however any unresolved contact from a previous encounter may "spill over" into following sections.

Resolve any combat as normal and continue the process whenever another section is entered. The element of the unknown on the part of the Russian players makes it all the more fun.

The next page has a map of the area around the Reichstag. It has been scaled to fit a 6' x 8' table. Good luck and good gaming!

RANDOM ENCOUNTER LIST FOR THE BATTLE OF BERLIN 1945

To use the card table below you will need a set of regular playing cards separated into four piles, one for each suite. Stack the piles in order; Hearts, Diamonds, Clubs and Spades (order of resistance: light to heavy). Use the table to refer to an encounter each time a figure moves into a new table section.

CARDHEARTSDIAMONDSCLUBS SPADES
Ace3- 88mm mortarsNebelwerferPzKw VI Tiger II Katyusha Rocket
KingLMG emplacementHMG emplacement Gun emplacementGun emplacement
QueenArmorArmor w/ 1 SquadArmor w/2 SquadsArmor w/3 Squads
Jack1 Squad2 Squads3 Squads3 Squads
101 Squad2 Squads2 Squads3 Squads
91 Squad1 Squad2 Squads2 Squads
8Role play situation. Game Master decides type & intensity of encounter.
7Dangerous rubbleDangerous rubble1 Squad1 Squad
6FireFireDangerous rubbleDangerous rubble
5SmokeFireFireFire
4SmokeSmokeSmokeSmoke
3ComradesComradesComradesComrades
2SniperSniperSniper w/SpotterSniper team

DESCRIPTIONS OF ENCOUNTERS AND GAME MECHANICS

Armor. Troops had the possibility of encountering many types of armor on their way, most were in fair to poor condition. Two types of armor vehicles more likely to be encountered are given below in the form of tanks and self-propelled guns. If there are no models available for a particular series it is permissible to use whatever is available to the Game Master.

Die Roll
D6
Tank TypeDie Roll
D10
SP Gun Type
1-2PzKw Panzer III series1-2Marder series
3-4PzKw Panzer IV series3-4-5StuG series
5PzKw Panther V series6-7Jagdpanzer 38 Hetzer
6PzKw Tiger I E8-9 Jagdpanzer IV series
-10Jagdpanther series

Comrades. As the Russian Army closed in on the heart of Berlin, Generals of the various army groups were desperate to be the first to capture the Reichstag. This became a heated contest between troops on the same side of the conflict. Sometimes the two units were very unfriendly toward each other, often resulting in shots fired at their own comrades. Each successive table will increase the chance that a friendly unit will become hostile. If a unit encounters members of another Russian unit follow the instructions in the table below.

Die Roll
D6
HEARTSDIAMONDSCLUBSSPADES
1Friendly level 1Friendly level 1Friendly level 2Friendly level 3
2Friendly level 1Friendly level 2Friendly level 3Cautious level 1
3Friendly level 1Friendly level 3Cautious level 1Cautious level 2
4Friendly level 2Cautious level 1Cautious level 2Cautious level 3
5Friendly level 3Cautious level 2Cautious level 3Attacking
6Cautious level 1 Cautious level 3Attacking Attacking

Level Descriptions. Troops with a friendly level 1 will acknowledge and help the combat at hand, becoming part of the unit under the players command. Friendly level 2 troops will acknowledge and join in the combat long enough to better their position, but then disappear off the table. If troops of level 3 are encountered, they will acknowledge your position and then exit toward the nearest table edge, fighting if necessary to ensure their retreat.

Cautious troops will not acknowledge your positions. Level 1 troops will move away from your position, checking your progress as they move. Troops in level 2 will advance away from your unit using troops in a ready combat state to cover their move. Level 3 troops will take up positions in a defensive manner to your position and will not attempt to move out of the area. Any attempts to move toward these troops will result in an attack in full force against your unit.

Attacking troops will do just that! For reasons known only to them, they will attack your unit in full force and attempt to drive you out or destroy the unit as a whole. This could be very intense, especially if you are also under attack from German forces at the same time!

Dangerous Rubble. Not to be confused with Barney Rubble! When troops enter this section roll 1D6- If a 6 is the result, debris from the surrounding buildings have given way and tumbled down on 1 randomly selected troop in that area. Any other result has no effect. The chance of debris falling increases each turn troops stay in the area. On the next turn debris will fall on a 5 or 6. Then a 4, 5 or 6 and so on. Damage will be as follows; Hearts and Diamonds- 1D6, Clubs- 2D6 and Spades 2D6+6.

Fire. The section of the table is ablaze! The intensity of the fire increases according to the order of resistance.

HEARTSDIAMONDSCLUBSSPADES
Will cause 1 point of damage to a troop on a 1D6 roll of a 6. Open saves are allowed Will cause 1 point of damage to a troop on a 1D6 roll of a 5 or 6. Open saves are allowed. Will cause 2 points of damage to a troop on a lD6 roll of a 4, 5 or 6. Open saves are allowed. Will cause 3 points of damage to a troop on a 1136 roll of a 3, 4, 5 or 6. No saves are allowed.

Gun Emplacements. A well hidden gun emplacement has decided to let you know where they are. The Game Master may decide what type of gun to be used in the bunker. Use the Troop Quality and Degree Of Readiness Table for the attitude of the crew.

HMG and LMG Emplacements. As above only the bunker is armed with a machine gun.

Katyusha Rocket Attack. A thirty-six barrel rocket launcher used in the support role effecting a large area of the table. Using the center of the effected area as a center point of impact and counting clockwise, the starting edge will be determined by rolling 1D12. The result will be the point of impact for the start of the effected area. The area of effect will consist of a 2' wide x 3' long band from the point of impact. The Strike Point Value of this vehicle is 4. Infantry caught in the blast area must roll 1D6x4 to resolve damage. Treat the explosive value of the weapon as a 1D6 Grenade, troops are considered to be 6" from the point of impact.

Mortars- 88mm. Three 88mm mortars have fired on your position from off table. Use the center of the effected area as a reference point. Roll 4D6 (distance in inches) and 1D12 (direction) three times to determine the deviation for each mortar round. If the Game Master rolls a 5 or 6 on a D6 a spotter is present on the table and the mortars may fire up to 1D6 more times while the Russians are on the table. Treat the Strike Point Value of the mortar as 9, blast radius is 12". Troops caught in the blast radius must roll 1D6 for damage. Note if a troop is caught in overlapping explosions, you must roll damage for each mortar.

Nebelwerfer. A six barrel rocket launcher that wreaks havoc on your position! Use the center of the table section as a reference point. Roll 6D6 (distance in inches) plus 1D12 (direction) six times to determine the deviation of each rocket. The Strike Point Value of the weapon is 20. Troops caught in the blast area (12" radius) must roll 1D6x6 for damage. Note that if a troop is caught in overlapping explosions, you must roll damage for each rocket attack.

PzKw VI Tiger II. Luck must be with you for you have found one of the few remaining Tiger IIs in combat! You will need whatever luck you have left!

Smoke. The area is covered with smoke. Density will vary as below.

HEARTSDIAMONDSCLUBSSPADES
Light- +2 to weapons fire.Medium- +4 to any weapons fire. Heavy- +6 to weapons fire.Very Heavy- +8 to weapons fire.

Sniper. You have entered an area occupied by a sniper or sniper team! When a troop enters a sniper area, the Game Master may choose to fire at any time from this point on, even if the troops move into another sector. If a spotter is present, he will be armed with another sniping rifle as a backup. A sniper team will consist of a sniper, spotter and figure with a SMG for mop-up duties. All rules pertaining to snipers will apply to all figures in a team.

Squads of Troops. The following tables will determine location, quality and degree of readiness for any infantry or vehicle crews encountered. There will 2D6 worth of enemy infantry available. Vehicle crews are determined by the vehicle requirements for crew members.

LOCATION OF INFANTRY OR VEHICLE TABLE

1D6 ResultLocation on Table
1-2 Enemy is encountered one table section away from lead figure.
3-4Enemy is encountered two table sections away from lead figure.
5-6 Enemy is encountered three table sections away from lead figure.

QUALITY OF INFANTRY OR VEHICLE CREW TABLE

1D6 ResultQuality of Troops Encountered
1Encounter consists of Volksgrenadiers- Green troops w/ Sergeant (Veteran)
2Encounter consists of Wehrmacht troops- Recruit troops
3-4Encounter consists of Wehrmacht troops- Seasoned troops
5Encounter consists of Panzergrenadiers- Veteran troops
6Encounter consists of Waffen SS- Elite troops

Add +1 to the roll for each successive table in the scenario. There is a 20% chance that an Officer will accompany the troops encountered in the sector.

DEGREE OF READINESS FOR INFANTRY AND VEHICLE CREW TABLE

1D10 ResultDegree of Readiness
1-3Dead, incapacitated or wounded. Roll 1D6 for each figure, a 6 equals a wounded figure. Wounded figures may fight as wounded.
4Unaware and in an exposed position.
5-6Unaware and partially exposed. Half of the figures are exposed to fire.
7Unaware, but protected from immediate enemy weapons fire.
8Alert, but in a passive position.
9Alert and in a defensive position.
10Alert and in an aggressive position.

Add +2 to the die roll for each successive table in the scenario. Add +1 to the die roll for each table section the attackers enter on the table. Note that the result of a roll that equal 1, 2 or 3 remains the same as above.

TROOP QUALITY ATTRIBUTE TABLE

Skill LevelWoundsMorale- 1D6
GreenEach Green troop has 2 wounds.Succeed on a roll of 1 or 2.
RecruitEach Recruit troop has 3 wounds.Succeed on a roll of 1, 2 or 3
SeasonedEach Seasoned troop has 4 wounds.Succeed on a roll of 1, 2, 3 or 4
VeteranEach Veteran troop has 5 wounds.Succeed on a roll of 1, 2, 3, 4 or 5
EliteEach elite troop has 6 wounds.Succeed on a roll of 1, 2, 3, 4, 5 or 6
OfficersEach Officer has 7 wounds. Will always succeed regardless.

The Game Master may alter a figure's morale score by placing modifiers to the die roll. This could be a result from becoming outnumbered, facing an armored vehicle head on or losing an officer in the combat.

Final Battle: Berlin 1945: Historical Background
Final Battle: Berlin 1945: Game Map (slow: 186K)


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