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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Low Odds Attack
Airborne - Remastered #2
(Defender) Germany vs United States (Attacker)
Formations Involved
Germany 709th Static Infantry Division
Germany 919th Infantry Regiment
United States 101st "Screaming Eagles" Airborne Division
United States 502nd Parachute Infantry Regiment
United States Army
Display
Balance:



Overall balance chart for AirR002
Total
Side 1 0
Draw 2
Side 2 1
Overall Rating, 3 votes
5
4
3
2
1
3
Scenario Rank: --- of 913
Parent Game Airborne - Remastered
Historicity Historical
Date 1944-06-06
Start Time 04:30
Turn Count 30
Visibility Day & Night
Counters 20
Net Morale 0
Net Initiative 1
Maps 1: 13
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 148
AAR Bounty 165
Total Plays 3
Total AARs 2
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Airborne - Remastered Base Game
Elsenborn Ridge Counters
Introduction

As their D-Day objective, the paratroopers of Company B, 502nd Regiment of the 101st Airborne Division were ordered to secure the village of Foucarville as the northern boundary of the Utah beachhead. Shortly after landing the company proceeded to the village with only two officers and nine men. After entering and being driven out of the village, they rounded up additional paratroopers to launch another attempt.

Conclusion

After heavy fighting, the paratroopers finally secured the village. They placed three roadblocks around it and made ready to defend themselves. The Germans did not disappoint; making repeated attempts to retake the village. In heavy fighting, the Americans fought off all German attacks and kept the northern flank of Utah Beach secure.

Additional Notes

Map is available in Airborne, Airborne-IE, Airborne remastered (print edition) or the Woods & Hill accessory. Board 13 is also known as board 0201.

This scenario appears in Airborne-IE and is playable with those components.


Display Order of Battle

Germany Order of Battle
Heer
  • Misc
United States Order of Battle
Airborne
  • Foot
Army

Display Errata (4)

4 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 527

Strongpoints are single step units and can be eliminated with X results like any other single step unit.

(Shad on 2010 Dec 15)
Overall balance chart for 527

The standard mix of strongpoints may be downloaded from Avalanche Press:

http://www.avalanchepress.com/German_Strongpoints.php

This is the standard mix found in Airborne, Airborne-IE, and Edelweiss Expanded. The strongpoint mix in Cassino '44 is different from that of other PG games.

(plloyd1010 on 2012 Feb 01)
Overall balance chart for 527 Strongpoints are affected by the terrain in their hex just like any other unit. Even though they can't move, they can attack using Assault Combat if an enemy unit moves into their hex. They may not dig in or benefit from entrenchments.
(rerathbun on 2014 Apr 21)

Display AARs (2)

A Tight Time of it
Author Daedalus
Method Solo
Victor United States
Play Date 2022-05-06
Language English
Scenario AirR002

The setup for this scenario went very well for the US as both strongpoints ended up being unoccupied. The US was able to secure both objectives and await the arrival of the Germans. As the Germans advanced between the two objectives the US advanced out in front to put some space between their forces and the two key locations. This resulted in a series of assaults that could very well have gone either way. The US got the upper hand in these assaults pretty quickly and destroyed the first force of Germans that approached from the North. By finishing off the Northern German thrust early the US was able to redeploy to take on the eastern force. The eastern German force was unable to make any progress at all and the game ended with the US in firm control of both objectives. The key to success was moving out from the objective hexes and taking the Germans on several hexes out in front. This tactic allowed the US space to retreat if needed due to unfortunate results in the early assaults. This was unnecessary as the early assaults all went in the US's favor.

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Or maybe just an odd attack
Author Matt W
Method Solo
Victor Draw
Play Date 2012-04-17
Language English
Scenario AirR002

So a company of paratroopers attacks some fixed defenses and then gets attacked in turn by a host of German reinforcements. Yes, this was a low odds attack but the ability of the Americans to actually hold off the counterattack is even more difficult than the achievement of the first objective.

The Americans enter the board very near one of the two objective hexes and immediately had some good luck when the strongpoint located there turns out to be unoccupied. The original troops and the arriving reinforcements take off for the second location and manage to take it just before the reinforcements arrive. The Germans realize that they only need to retake the first objective and send two platoons to retake it. The Americans push back the heavy weapons and take off to defend it.

Turn after turn of ineffectual assaults ensue during which the Americans lose two steps and the Germans lose 7 steps. The final turn ends with the key hex contested, the second objective hex retaken by the Germans but the entire force tied up by the single American company and substantially reduced

A draw seems the most likely result but it is a close play between a draw and a German victory. An American victory with neither objective being contested but held by the Americans seems very difficult to achieve.

This scenario is very similar to the same named scenario from Airborne-IE. There have been some minor changes in morale levels and the reinforcement arrivals have been made variable but otherwise it is identical. The play will end up with ongoing assaults with neither side having sufficient force to move the defenders out of the objective hexes.

Why a "3"? This is a fair and reasonable representation of the inability of an infantry force without substantial heavy weaponry and/or a morale advantage to root defending infantry out of an urban/village location. I liked the interplay of the assaults and the ebb and flow of the attack v defense as morale levels fall and rise. This is an easy solo study but not an engrossing situation.

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