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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No Time to Lose
Invasion of Germany #4
(Attacker) United States vs Germany (Defender)
Formations Involved
Germany 9th Panzer Division
United States 3rd "Spearhead" Armored Division
Display
Balance:



Overall balance chart for InoG004
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 Invasion of Germany
Historicity Historical
Date 1944-09-15
Start Time 12:00
Turn Count 12
Visibility Day
Counters 50
Net Morale 1
Net Initiative 1
Maps 3: 22, 25, 9
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 164
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Ambush
Inflict Enemy Casualties
Road Control
Surprise Attack
Urban Assault
Scenario Requirements & Playability
Battle of the Bulge Maps
Elsenborn Ridge Maps + Counters
Invasion of Germany Base Game
Introduction

With three of the best American divisions - 1st Infantry, 9th Infantry and 3rd Armored - steadily chewing through the West Wall defenses, the German command became desperate to stop them. "Ninth Panzer Division armor will attack the enemy," raged corps commander Friedrich-August Schach, "and throw him back behind the West Wall. There is no time to lose." Accordingly, the badly-depleted panzer division moved out to confront the Spearhead Division, itself rapidly losing its own strength.

Conclusion

The German ambush worked well, as the small battle group shot up about half of Task Force Lovelady's tanks. But 9th Panzer had lost control of its subordinate units and even the division commander's firing brought no improvement.


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

Display Order of Battle

Germany Order of Battle
Heer
  • Towed
United States Order of Battle
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 41

All SS PzIVH tanks should have a movement of 8.

(Shad on 2010 Dec 15)
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 25

The M18 has a special rule in Battle of the Bulge but it applies globally: "A two-step M18 unit can fire one anti-tank shot and move half its movement allowance (retain fractions) in a single impulse. The order in which it does these two actions is the player's choice."

(Shad on 2010 Dec 15)

Display AARs (1)

Bushwhacked!
Author Blackcloud6
Method Solo
Victor Germany
Play Date 2022-12-31
Language English
Scenario InoG004

I played this solo so to replicate the ambush and hidden movement, I had the Americans continue to move forward on the road until contact was made.

The Germans set up with the infantry, Hetzers and ATGs on Board 25 in the light woods while the panther, Stug III and Pz IV platoons set up on the NE hill of Board 9. The plan was to hammer the lead US units then bring the infantry forward and have the Stug, Panther and Pz Iv platoons grab the center town.

This is what happened with the American infantry and M18 platoon halting in the first town and woods and dismounting.

The German tank and ATG gunnery was accurate and by Turn 4 all but one step of the Shermans were burning. The Germans got to the center towns with tanks and infantry. In the south, the German grenadiers got to the light woods, called artillery on a US Armored Infantry platoon which killed their halftracks. The US did kill a step of grenadiers and Germans pulled back, realizing there was no reason to risk losses in those woods.

At the end of Turn 4 it was already 31 to 9 in point and the Americans were not likely to gain anything else but death, so I called it. This one replicates an ambush, and it would be very tough for the Americans to win it.

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