Panzer Grenadier Battles on February 20th:
An Army at Dawn #32 - Kasserine Pass: Gore Force Nihon Silk #2 - Koepang, Day One
An Army at Dawn #33 - Kasserine Pass: Egged On
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The Unflappable Colonel McDowell
Aachen 1944 #5
(Attacker) Germany vs United States (Attacker)
Formations Involved
Germany 246th Volksgrenadier Division
Germany 49th Infantry Division
Germany von Fritschen Schnelles Regiment
United States 30th "Old Hickory" Infantry Division
United States 743rd Tank Battalion
United States 823rd Tank Destroyer Battalion
Display
Balance:



Overall balance chart for AaGI005
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 1 vote
5
4
3
2
1
3
Scenario Rank: --- of 607
Parent Game Aachen 1944
Historicity Historical
Date 1944-10-08
Start Time 09:00
Turn Count 20
Visibility Day
Counters 90
Net Morale 0
Net Initiative 0
Maps 4: 22, 23, 24, 25
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 160
AAR Bounty 163
Total Plays 1
Total AARs 1
Battle Types
Kill Them All
Road Control
Urban Assault
Conditions
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Aachen 1944 book
Elsenborn Ridge maps + counters
Introduction

The American attack on Alsdorf ripped a two-mile-wide hole in the German defenses, so on the night after the attack every German man and machine available was assembled to close the hole. With the morning mist lingering just long enough for them to get close to American lines, the Germans felt luck was on their side.

Conclusion

The Germans encountered no substantial resistance until reaching Alsdorf. There they encountered Col. S.T. McDowell, his staff, communications personnel and (as is common in all armies) some malingerers. When his headquarters was attacked by armor from two sides, his company commanders called asking whether they should break off their attack on Mariadorf and come to his aid. He told them to handle their problem and he would handle his. The Germans were finally driven from Alsdorf, but McDowell's battalion suffered heavy casualties in their failed effort at Mariadorf.


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).

Display Order of Battle

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

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)

Display AARs (1)

Two separate battles
Author campsawyer
Method Solo
Victor United States
Play Date 2011-01-28
Language English
Scenario AaGI005

I had a little bit of time and decided to finish up a battle I have had on the table for over a month. I played this one solo.

The scenario has the Germans and the Americans attacking on one side and defending on the other sides of the boards. The victory conditions are slightly favored for the Americans as they just need to destroy 15 German steps while the Germans need to get control over American defended crossroads and towns. The forces are balanced with a strong German infantry force facing a mix of American units. OBA is slightly in the favor of the Americans but the morale and initiative are roughly equal. Overall it is equal forces.

The setup has the Americans holding the crossroads on board 22. They defend with dugin infantry at the crossroads as well as forward east of the fields. On board 24 the Americans are setup in the light woods and western ridge of board 24. The Germans hold the towns on board 23 and the main infantry force on board 25 in the woods.

The Germans advance in the north and overrun the Americans in foxholes to the east of the fields. While in the south the Americans advance and overrun the Germans defending the town in 23/403. This gives the Americans an advantage as they now have more towns than the Germans. To the north, the Americans flee back into the fields and the Germans pursue fighting all the way. Never able to recover the advance company is eventually destroyed by the Germans, but not before the Germans take several losses.

To the north of the fields on board 22 the VG tries to push their way to the crossroads, they make it but cannot hold as they disrupt and demoralize quickly. The Germans going out of the fields help to stabilize the VG's. To the south of the fields the Germans move a Stug and infantry company to flank the Americans, but OBA fire and long range HMG fire slow the advance. The bigger problem for the Germans is the 3in AT gun holding the crossroads. Powerful enough to stop the Stugs they must be destroyed before the Stugs proceed. German OBA target the 3in AT guns and eventually demoralizing the gun. The Stug proceeds, but an Americans infantry platoon charges the Stugs and destroys a step and demoralizing the remnants. This stops the southern German advance and forces the other Germans to just concentrate on the crossroads and trying to advance on the town is out of the question. In the end the Germans capture the crossroads but fail to get more towns than the Americans. The Americans kill 15 steps to win a minor victory.

All in all the scenarios was a good one, the Germans have a tough fight while the Americans just need to destroy steps. Germans can do it but they will need some luck. Everything else is balanced and can vary each play.

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