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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Kampfgruppe Beinsen
Battle of the Bulge #29
(Attacker) Germany vs United States (Defender)
Formations Involved
Germany 352nd Infantry Division
Germany 914th Volksgrenadier Regiment
United States 109th "Thirteenth Pennsylvania" Infantry Regiment
United States 28th "Keystone" Infantry Division
Display
Balance:



Overall balance chart for BaBu029
Total
Side 1 6
Draw 2
Side 2 3
Overall Rating, 10 votes
5
4
3
2
1
3.3
Scenario Rank: 549 of 913
Parent Game Battle of the Bulge
Historicity Historical
Date 1944-12-18
Start Time 11:15
Turn Count 18
Visibility Day
Counters 35
Net Morale 0
Net Initiative 2
Maps 1: 9
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 75
AAR Bounty 165
Total Plays 11
Total AARs 2
Battle Types
Urban Assault
Conditions
Off-board Artillery
Reinforcements
Scenario Requirements & Playability
Battle of the Bulge Base Game
Introduction

Advancing on Bastendorf after crossing the Our River on the night of 17-18 December, the 914th Grenadier Regiment sent a company-sized force to capture the crossroads at Bleesbrucke on the way to the town of Bastendorf.

Conclusion

The German company, reinforced with an assault gun platoon, attacked across the open intersection. Fearing American anti-tank weapons, the company commander attacked with infantry only. Although the German lieutenant was badly wounded, the attack cleared the intersection of Americans, driving them back. The advance continued.

Additional Notes

The U.S. 57mm anti-tank gun is conditional on SSR #4.


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)
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)

Display Order of Battle

Germany Order of Battle
Heer
  • Mechanized
United States Order of Battle
Army
  • 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 63

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

(Shad on 2010 Dec 15)

Display AARs (2)

Big dumb yanks and their big gun...
Author Shad (United States)
Method Face to Face
Victor Germany
Participants unknown
Play Date 2009-02-04
Language English
Scenario BaBu029

Shad's Note: I'm dumping in a bunch of my old BGG AARs. If you've followed my "work" on BGG then you've read these before...

Conflict

The battle of the day was to be Scenario 29: Kampfgruppe Beinsen, wherein a pathetically small force of Americans consisting of 2 INF, 1 INF(R), 1 HMG, and optionally a 57mm AT platoon hide in the woods around a crossroads and try to slow down what begins as 3 GREN, 1 HMG, & a Hetzer platoon but swells into 11 GREN, 3 HMG, an 81mm, and the Hetzer all sniffing about in the woods for G.I.'s to kill.

The Americans have to inflict 5 steplosses to win, and the Germans need to finish the 18 turns without Americans within 2 hexes of any of the roads.

As the Americans I chose to setup in 3 small groups, 1 near the entry point of the Germans and the other two as far away from them as possible. With pitiful firepower and vastly outnumbered, my goal from the outset was just to hold on until the end and force a draw.

My faithful partner, Liverpool Dave, would again be leading the Germans...

Play proceeded as expected, with the initial German formation fanning out and uncovering my men group by group. The Hetzer, whose steplosses count TRIPLE against the Germans, walked right into my 57mm guns but the one shot they were able to take missed and it quickly retreated to safety. Unable to move, they were soon overrun by infantry and lost.

Despite the odds, the Americans did manage to bravely hold out against assault after assault until the last turn, when - surrounded and badly wounded - the remaining men and officers were all cut down in a hail of Nazi lead.

Epilogue

Neither side rolled particularly well, and had the Americans been hot on the dice they certainly could have forced the draw. I think it would take a tremendous combination of strong leadership, careless German advances, and great rolls for the Americans to escape with the full victory though.

The following diplomatic exchange, completely authentic and unedited, was conducted via text message later in the day, once the smoke had cleared from the battlefield:

Shad: Panzer grenadier is totally better than class, but I want a scenario with more fucking US forces next time. I'm tired of this "run away from the godly Germans" shit! ha

Dave: I think you should have put the gun near the road.

Shad: I think you should shut your goddamn Nazi mouth.

Dave: Well you big dumb yanks have no idea how to use your big gun.

Shad: LALALALALALALA cant hear you LALALALALALA

Keep on gamin..! ;-)

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KG Beinsen: Clearing the Way
Author dreierj
Method Solo
Victor Draw
Play Date 2015-12-21
Language English
Scenario BaBu029

In this scenario, the Germans need to get the US off the roads. The US must eliminate five German steps to win. At the start, the US forces were hidden in the woods, waiting for the Germans to approach. The Germans aggressively moved into position as the US took some ineffective potshots. The US then retreated slightly to form a defensive line east of the crossroads.

The shooting really started at 1315, but neither side was making progress. At 1400, German reinforcements were on the way. Perhaps they could dislodge the pesky Americans.

At 1430, the Germans had eliminated a US HMG platoon, and the reinforcements had arrived on the scene. They had about an hour to clear the crossroads. The US leaders saw the woods filling with Germans and slowly withdrew to the west along the road. It did not look like the US would be able to achieve victory, but they could attempt a draw.

The Germans had taken the crossroads by 1515, and the US Captain continued to withdraw to the west. It did not look like the Germans would be able to move those US units away from the road during the chase. The German deadline to clear the area was 1545. They were finally able to get units around the US forces and initiate assaults, but it was too late. In the end, the Germans controlled the crossroads, and were assaulting the surviving US INF platoons, both of which were within two hexes of the road. The Germans were effectively victorious, but they fell short of meeting the scenario’s victory conditions. The encounter ended in a draw.

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