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Invasion 1944 #9
(Defender) Germany vs United States (Attacker)
Formations Involved
Germany 243rd Static Infantry Division
Germany 91st Air Landing Division
United States 12th "Red Warriors" Infantry Regiment
Display
Balance:



Overall balance chart for IN44009
Total
Side 1 0
Draw 1
Side 2 3
Overall Rating, 5 votes
5
4
3
2
1
4
Scenario Rank: 117 of 913
Parent Game Invasion 1944
Historicity Historical
Date 1944-06-08
Start Time 15:30
Turn Count 20
Visibility Day
Counters 70
Net Morale 0
Net Initiative 1
Maps 2: 106, 107
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 152
AAR Bounty 227
Total Plays 4
Total AARs 0
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Naval Bombardment
Randomly-drawn Aircraft
Reinforcements
Scenario Requirements & Playability
Invasion 1944 Base Game
Introduction

Fourth Infantry Division directed its 12th Infantry Regiment to secure Edmondeville on the invasion's third day. While the 22nd Regiment attempted to reduce Crisbecq to the east, 12th Regiment was to pass through Edmondeville on their way to Montebourg. Edmondeville consisted of a large number of stone houses that would have to be cleared before that order became a reality. Luckily for the 12th they had U.S. Navy Lieutenant Paul Massa who with a few words over the radio commanded the firepower of two cruisers stationed just offshore.

Conclusion

That naval gunnery proved to be the difference in the hard fighting needed to take and hold Edmondeville against numerous counterattacks. The first naval salvo targeted the town's church steeple that Lt. Massa thought would make a great observation post for the Germans. He reported that even the sound of the resulting blast had a great effect when the shells landed. The steeple never had a chance. As the 4th Infantry Division moved up the Norman coast they continued to call on naval bombardment to soften the German positions. Jealous division commanders with inland assignments complained that the 4th was willing to let the Navy do the dirty work.


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
  • 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
  • Mechanized
  • Towed
Luftwaffe
  • Mechanized
  • Towed
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 54

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

(rerathbun on 2012 Jan 30)
Errors? Omissions? Report them!
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