Panzer Grenadier Battles on April 25th:
Army Group South Ukraine #2 - False Hope Hammer & Sickle #39 - Insanity Laughs
Army Group South Ukraine #3 - Expanding the Perimeter Iron Curtain #20 - Insanity Laughs
Broken Axis #12 - Târgu Frumos: The Second Battle Scenario 1: Preliminaries New Zealand Division #10 - Medaglie d’Oro
Broken Axis #13 - Târgu Frumos: The Second Battle Scenario 2: Spoiling Attack
Aachen 1944, scenario #3: Charge of the Light Company
Author JayTownsend
Method Solo
Victor Draw
Play Date 2011-04-05
Language English
Scenario AaGI003

Aachen 1944, scenario #3: Charge of the Light Company

*When I set this scenario up, I noticed you should pull the counters from Elsenborn Ridge not Battle of the Bulge as it requires an M4/76 and I pulled my German counters from Cassino for the Strong Point counters. I also thought how can the Americans win this, with only eight turns, Mud that keeps all the Vehicles on the South Road and both side with equal Artillery?

*Ok, let give it a shot and see? I tried doing what the historical conclusion said in the scenario and charged all three units/counters of M5-Stuarts right down the Road but with different results, as the StugIIIG & the 75mm gun took out all 6 steps worth. Now I am thinking this will be a waste of effort but I must continue trying. So I moved 2 M4 & 1 M4/76 Sherman Counters adjacent to the Germans, as everything that could hurt them, already activated, so I would hope to activate first next turn and keep all my Infantry loaded in the M3 Halftracks, safe from German Artillery but close to the jumping off point for action. However I did unload one stack of Infantry, to spot for their Artillery. The Germans had I nice defense, with entrenchments, Strong-Points and city hexes but their forces are not very strong.

*With some luck, the Americans rolled very high on their next activation, taking out the StugIIIG with six shots from the stack of 75mm & 76mm Shermans, then the American Artillery demoralized the German 75mm gun as well. Now things are looking a little better for the Americans and a hole is being to open for them.

*With the proceeding turns they are able to take Three entrenchments, and two town hexes and leave two town hexes being contested. With the combine Infantry, Artillery & Armor, they work a little magic.

*The Germans lost the following steps: 2-StugIIIG, 1- 75mm, 1-strongPoints , 4-Infantry, 2-HMG, 1-20mm, 2-Wagons, 2-Leaders, which equaled 13 point for the Americans.

*The Americans lost the following steps: 6-M5/Stuarts, 1-Infantry, Which equals 13 points for the Germans.

*Remember tanks steps count double!

*Town hex points: 6-German, 6-American, (2- hexes contested, no point for those).

*Entrenchment points: 6-American, 2-German.

*Total points: Americans 25, Germans 21. Only a four point difference which results in a draw! So close for the Americans, as one more point would have done it, but time ran out.

*This played out much closer then I thought it ever would and with only eight turns, the Americans are very hard pressed, especially in the muddy conditions. But this is a fast playing scenario to try out and is a good one to play solo, with a low unit count. You never know what scenarios might surprise you!

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