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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Ingouf Farm, Day Shift
Airborne - Remastered #24
(Defender) Germany vs United States (Attacker)
Formations Involved
Germany 6th "Green Devils" Fallschirmjäger Regiment
United States 501st Parachute Infantry Regiment
United States 502nd Parachute Infantry Regiment
Display
Balance:



Overall balance chart for AirR024
Total
Side 1 0
Draw 0
Side 2 2
Overall Rating, 2 votes
5
4
3
2
1
3
Scenario Rank: --- of 913
Parent Game Airborne - Remastered
Historicity Historical
Date 1944-06-11
Start Time 04:45
Turn Count 15
Visibility Day
Counters 31
Net Morale 0
Net Initiative 1
Maps 1: 13
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 148
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Bridge Control
Inflict Enemy Casualties
River Crossing
Urban Assault
Conditions
Hidden Units
Off-board Artillery
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Airborne - Remastered Base Game
Battle of the Bulge Counters
Elsenborn Ridge Counters
Introduction

The 3rd Battalion of the 501st Parachute Infantry Regiment endured hardships on the 10th, with I Company suffering 70% casualties from the fighting around Hill 30 and a nighttime Luftwaffe air strike. Nevertheless, Lt. Col. Robert Cole gathered his men in the predawn darkness and pushed them across the Madeleine River, as Private Alan Dieter led the way.

Conclusion

The Americans walked into an ambush, and Pvt. Dieter sustained a wound. He stopped and asked his commander: "They're always calling me a fuck-up in this company. I didn't let you down this time, did I?" Upon receiving a negative answer the soldier proudly headed to the rear for treatment. A deadlock soon developed at the bridge that Col. Cole tried to break by leading a bayonet charge, hollering at the top of his lungs "We about to learn 'em a lesson!" The only thing learned was by the Americans -- they did not have enough strength to drive off the defenders. Not until additional U.S. paratroopers arrived did the Germans feel compelled to leave. Counterattack being the German mantra, they wouldn't stay gone long.

Additional Notes

Map is available in Airborne, Airborne-IE, Airborne Remastered (print edition) or the Woods & Hills accessory.


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).
  • Prime Movers: Transports which only transport towed units and/or leaders (May not carry personnel units). May or may not be armored (armored models are open-top). All are mechanized. (SB)

Display Order of Battle

Germany Order of Battle
Heer
  • Foot
  • Mechanized
  • Motorized
Luftwaffe
  • Towed
United States Order of Battle
Airborne
Army

Display Errata (2)

2 Errata Items
Overall balance chart for 54

The movement allowance on the counters in Airborne is misprinted. It should be "3."

(rerathbun on 2012 Jan 30)
Overall balance chart for 39

Reduce strength direct fire value be came 5-5 in Army at Dawn.

(plloyd1010 on 2015 Jul 31)

Display AARs (1)

Get Wet
Author Matt W
Method Solo
Victor United States
Play Date 2012-09-22
Language English
Scenario AirR024

Germans hiding in the vicinity of a fortified farm hope that the Americans get hung up trying to cross a river in order to attack them. They expect reinforcements as do the Americans. The Americans not only have to cross the river on a rickety bridge but they have to slog through a significant swamp before reaching the farm.

The Americans have three victory conditions: hold the brige and its approaches, get a substantial number of men in good order across the river and take the farm. At first I thought, "How simple, we have the ability to capture the bridge and get most of our men across prior to the German reinforcements arriving. This is a cakewalk. Someone didn't see this early on." I thought, after reading the conclusion and seeing a second scenario about the same farm that there was something terribly wrong about the force composition.

I did, indeed, capture the bridge and get my men across but in trying to get out of the swamp I found that the German PARA were more than happy to give me a terrible bruising with substantial losses and lots of demoralizations. The key to a minor victory for the Americans turns out to be to accept a minor victory and not strive for anything more. The Germans await them on dry ground and can make them pay for trying to get out of the swamp.

This was a reasonably fun scenario with the surprise of having to hide to get the victory as opposed to the walkover it appeared to be at first glance. I give it a "3".

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