Panzer Grenadier Battles on April 27th:
Arctic Front Deluxe #40 - Children's Crusade Broken Axis #14 - Târgu Frumos: The Second Battle Scenario 3: Sledge Hammer of the Proletariat
Army Group South Ukraine #6 - Consternation Road to Berlin #73 - She-Wolves of the SS
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The Taking of Longstop
An Army at Dawn #12
(Attacker) Germany vs United States (Defender)
Formations Involved
Germany 69th Panzer Grenadier Regiment
Germany 754th Infantry Regimen
United States 18th "Vanguards" Infantry Regiment
Display
Balance:



Overall balance chart for AAAD012
Total
Side 1 6
Draw 0
Side 2 2
Overall Rating, 9 votes
5
4
3
2
1
3.33
Scenario Rank: 535 of 913
Parent Game An Army at Dawn
Historicity Historical
Date 1942-12-23
Start Time 07:00
Turn Count 14
Visibility Day
Counters 72
Net Morale 1
Net Initiative 1
Maps 2: 76, 77
Layout Dimensions 86 x 28 cm
34 x 11 in
Play Bounty 140
AAR Bounty 159
Total Plays 8
Total AARs 3
Battle Types
Hill Control
Inflict Enemy Casualties
Conditions
Off-board Artillery
Smoke
Terrain Mods
Scenario Requirements & Playability
An Army at Dawn Base Game
Introduction

After the battles of the 10th, heavy rain had made the battlefield unfit for combat. The German used this time to employ Jewish forced laborers from Tunis to strengthen their defensive positions while the Allies made plans to capture the city. In preparation for the grand offensive the Allies need to seize a hill six miles from Medjez el Bab nicknamed “Longstop” by the British. During the night of December 22nd/23rd the British captured all of Longstop except a position known as Halt. Their work done, they turned Longstop over to the Americans at 0430 and retired. Dawn showed that the situation was not as good as the British had made it out to be. Instead of a few demoralized Germans waiting to be mopped up, a hardened panzer grenadier battalion hunkered alertly in their shelters ready to counterattack, and reinforcements were on the way.

Conclusion

The Germans didn’t waste time allowing the Americans to prepare for the attack, but struck themselves as quickly as possible. The fighting raged all day with the Americans slowly being forced into pockets on the south and west of Longstop. This didn’t sit well with the Coldstream Guards who had taken Longstop on the previous day and were now summoned back to reinforce their allies. Many cursed the Americans’ inability to keep a hill given to 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).
  • 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)
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable

Display Order of Battle

Germany Order of Battle
Heer
  • Mechanized
  • Motorized
United States Order of Battle
Army
  • Motorized

Display Errata (2)

2 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 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(Shad on 2010 Dec 15)

Display AARs (3)

Couldn't Hold
Author thomaso827
Method Solo
Victor Germany
Play Date 2016-01-20
Language English
Scenario AAAD012

This one has a German attack against dug in US troops trying to hold the large hill on board 76, while the Germans start on board 77. All the action takes place between the two north-south trails. Both sides get points for casualties, and also points for holding 40m and 60m hills at the end of the game. Time ran out before I could get through all 14 turns, but the US flanks collapsed early, the center collapsed soon thereafter, and the Germans were getting ready to assault individual dug-in mortar units, with the only intact US infantry force left being the command center with 2 infantry and the Major dug in on the 60m hilltop. The US OBA did some damage, but Germans had really good leaders to rally the troops quickly, while the more fragile US troops tended to become demoralized and fled the area. One spectacular US victory was a direct hit on two of the 4 German mortars with a result of 2X, taking out half of the German mortars in one shot and temporarily demoralizing the German CO who was stacked with them. But the StuGIII was successful in adding it's weight to assaults on the north flank turn after turn, and it was only a matter of time before the US was in it's final defensive position on the 60m hilltop. Casualties had been fairly even until turn 5 when US forces that had been reduced and demoralized failed morale checks again as assault results and US losses started stacking up more quickly. It was a good game for a snowy afternoon and one I want to try again when I have more time.

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Americans have a Short Stop on Longstop
Author Schoenwulf
Method Solo
Victor Germany
Play Date 2016-08-28
Language English
Scenario AAAD012

On the night of December 22, 1942, the Coldstream Guards had captured most of the terrain on “Longstop Hill” At 0430 hours on the 23rd, they turned the hill over to the fresher, but greener, American troops from the 1st Battalion, 18th Infantry Regiment, 1st Infantry Division. However, German forces from numerous units, including the 69th Panzer Grenadiers, 10th Panzer Division had been gathering to retake the captured ground. At 0700 hours, they struck the surprised Americans in force on both flanks. The US had positioned mortar and 75mm artillery platoons directly west of the 60-meter hill, with a 37 AT gun & infantry units on the north flank and HMG & infantry units on the south. German infantry and HMG units advanced on both flanks, supported by a battery of mortar and 25-pounder artillery units just east of the southern 20- meter hill. The Germans continued to press forward, consolidating in the south and center, where a StuGIIIG platoon joined them. By 0800 hours, they had turned the south flank and converged on the central 60-meter hill. US OBA was relatively ineffective in contrast to the accuracy of the German OBA. By 0845, the combined tank and infantry group was assaulting the US troops on the high hill, and the hill was cleared of US forces by 0915. German troops then proceeded to clear much of the ridge, but a valiant stand over the course of almost two hours by the US mortar platoons, with limited infantry reinforcement, prevented them from complete control. The conflict ended at 1015 hours with the Germans holding most of the ridge and small clusters of US troops huddled below the north and south ridges.

This skirmish seems extremely difficult for the Americans to win. The Germans have superior firepower, morale, numbers and the opportunity to set up second, thereby insuring a solid strategy to assault the key ridge on Map 76. In addition, they have an initiative advantage that played out with them having first crack 12 of the 14 turns, often with multiple action segments. The German OBA, despite being less than half that of the Americans, was much more effective due to some great die results and the strong German morale. While it plays out with some historical accuracy, this scenario is very tough for the US player to maintain enough points to even get a draw. The final results of this contest were as follows (American/German): Steps lost, 17/4; 40-meter hill control, 1/24 hexes; 60-meter hill control, 0/5 hexes. This resulted in a point total of 56-5 for a Major German Victory.

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Too Historically Accurate for the Big Red One
Author treadasaurusrex (Germany)
Method VASSAL
Victor Germany
Participants plloyd1010
Play Date 2022-02-19
Language English
Scenario AAAD012

This was a 4-session, online play-through with me as the Germans and my indefatigable mentor commanding the US Army's 18th Infantry Regiment. The Americans setup a fine defensive position atop Djelb el Ahmera -- Longstop, or Hill 290 on board 76 and awaited the Teutonic wave to wash across the ravine that separates that hill from the lower hill in the southwest corner of board 77 (Djebel el Rhar, Hill 243).

Fierce and desperate fighting ensued that featured some remarkably accurate US Army OBA, as well as decent German combat & morale die rolls -- the latter, being rather unusual for me. Both sides drew decent leaders, and dug-in US M-2 .50 Browning heavy machine guns were as deadly as expected. Slowly, the 3-pronged Axis attack pushed the American line into a smaller-and-smaller area on Longstop through a series of close assaults and short-range direct fire episodes. The fog of war rule shortened 3 turns of the 13 played which significantly slowed the German's left flank (northern) attack that was seeking to eliminate the US on-board artillery contingent to the west of Longstiop. In all, Americans step losses were 27, and the Germans lost 13.

The Final score was: Germans 65; and the Americans; 20, resulting in a major German victory. Our play-through was a pretty accurate depiction of what actually happened on 23 December 1942: American bravery proving no match for German numbers and fire support. This accurate, but unbalanced scenario was quite fun to play for the German side, and not much fun for the US side. I give it a rating of 2.

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