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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Barely Holding On
Battle of the Bulge #15
(Attacker) Germany vs United States (Defender)
Formations Involved
Germany 28th Engineer Battalion
Germany 304th Panzergrenadier Regiment
Germany Heer
United States 110th Infantry Regiment
United States 630th Tank Destroyer Battalion
United States 707th Tank Battalion
United States Army
Display
Balance:



Overall balance chart for BaBu015
Total
Side 1 8
Draw 0
Side 2 2
Overall Rating, 10 votes
5
4
3
2
1
3.3
Scenario Rank: 548 of 913
Parent Game Battle of the Bulge
Historicity Historical
Date 1944-12-16
Start Time 08:00
Turn Count 50
Visibility Day & Night
Counters 104
Net Morale 0
Net Initiative 1
Maps 4: 10, 11, 12, 9
Layout Dimensions 86 x 84 cm
34 x 33 in
Play Bounty 130
AAR Bounty 165
Total Plays 10
Total AARs 2
Battle Types
River Crossing
Urban Assault
Conditions
Off-board Artillery
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Battle of the Bulge Base Game
Introduction

The defense of the Clerf-Reuler-Marnach area was the responsibility of the 110th Infantry Regiment. Initially thought to be only a local attack, the German offensive was resisted by Lt. Col. Donald Paul's 1st Battalion. Paul soon found he had a lot more to handle than he had believed possible.

Conclusion

The Germans were only able to push lightly-armed infantry across the Our River initially, and these were repulsed as they neared Marnach. The Americans managed to retain control of Marnach (the town on Board 11) and seriously disrupted the XLVII Panzer Corps' timetable. Second Panzer Division's lead elements had been disorganized and it took all night to get the attacking elements reorganized and reinforced.


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).
  • Open-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables, but DO take step losses from X and #X results (7.25, 7.41, 7.61, BT, DFT). If a "2X" or "3X" result is rolled, at least one of the step losses must be taken by an open-top AFV if present.
  • 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)
  • Tank: all are closed-top and provide the +1 Assault bonus, when applicable
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable
  • APC – Armored Personnel Carrier: These are Combat Units, but stack like Transports. They can transport personnel units or towed units. They are not counted as combat units for the +1 stacking modifier on the Direct Fire and Bombardment Tables (4.4). They may be activated by regular leaders and tank leaders (1.2, 3.34, 4.3, 5.43). They do not provide the +1 Assault bonus (ACC).
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.

Display Order of Battle

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

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 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)

Display AARs (2)

Lackluster ending.
Author Grognard Gunny
Method Solo
Victor Germany
Play Date 2023-03-12
Language English
Scenario BaBu015

The beginning of this scenario had a great deal of interest in it. Particularly the Northern town, easily taken over by the M8 unit and required either retaking, which would split the German forces, or to leave it alone and bet on taking of the most western town.... more than enough to make a win. You could not do both. (Well, maybe.) As it was, taking the western town turned into a slugfest. ..... making the end of the game boring.

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Battle of the Bulge Scenario 15
Author triangular_cube
Method Solo
Victor Germany
Play Date 2017-01-16
Language English
Scenario BaBu015

The Americans set up based on limiting set up instructions and cannot move until the Germans let them through a few criteria. The Town on board 11 is the first target, so the Germans enter the board and sit and wait on the Southern Hill until reinforcements arrive. Once roughly half of them are on board, they overwhelm the town taking 4 GREN step losses but wiping out all the defenders.They then move towards 12, moving one platoon of GRENS north to 10 to secure the hexes, and let the rest of the initial reinforcements hold off the American counterattack from their reinforcements.

The main force sits and OBAs the town on 12 until the last reinforcements arrive and wipe them all out. Fairly straightforward. German win. Not a whole lot to add. It seems to balance out these scenarios time should be significantly reduced so the Germans cant attack as one overwhelming force...

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