Panzer Grenadier Battles on February 21st:
An Army at Dawn #34 - Kasserine Pass: Duel at Dawn Nihon Silk #3 - Koepang, Day Two
An Army at Dawn #35 - Kasserine Pass: The Reports Were Wrong South Africa's War #3 - Battle on the Equator
Errors? Omissions? Report them!
The Final Push
Aachen 1944 #7
(Attacker) Germany vs United States (Defender)
Formations Involved
Germany 108th Panzer Brigade
Germany 116th Panzer Division
Germany 1st Separate SS Battalion
Germany 246th Volksgrenadier Division
Germany 506th Heavy Panzer Battalion
Germany 902nd Sturmgeschultz Brigade
United States 30th "Old Hickory" Infantry Division
United States 743rd Tank Battalion
United States 823rd Tank Destroyer Battalion

Overall balance chart for AaGI007
Side 1 0
Draw 0
Side 2 1
Overall Rating, 1 vote
Scenario Rank: --- of 607
Parent Game Aachen 1944
Historicity Historical
Date 1944-10-12
Start Time 09:00
Turn Count 30
Visibility Day
Counters 214
Net Morale 0
Net Initiative 2
Maps 3: 12, 24, 25
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 182
AAR Bounty 163
Total Plays 1
Total AARs 1
Battle Types
Kill Them All
River Crossing
Road Control
Urban Assault
Off-board Artillery
Randomly-drawn Aircraft
Terrain Mods
Scenario Requirements & Playability
Aachen 1944 book
Battle of the Bulge maps + counters
Cassino '44 counters
Elsenborn Ridge maps + counters
Road to Berlin counters

The Germans had been rebuffed in their first effort to reach Bardenberg but were determined to succeed today. Feeling they had not allowed themselves enough room for maneuver the first time, they would attack on a broader front with 116th Panzer Division maintaining its current line of attack while the rest of the forces slid over to test the American 120th Infantry Regiment. Added to the mix were the remnants of the 108th Panzer Brigade.


By noon the Americans were extremely worried the Ger- mans would succeed in their efforts. Gen. Leland Hobbs even claimed all the enemy forces that had bedeviled his division at Mortain were again after him. But American airpower and artillery turned the situation in their favor, and by the end of the day the Germans knew they would not be able to prevent Aachen from being encircled.

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
  • Towed
United States Order of Battle
  • Mechanized
  • Motorized

Display Errata (6)

6 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 63

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

(Shad on 2010 Dec 15)
Overall balance chart for 47

All SPW 251s have an armor value of 0.

(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 424

The reduced direct fire value of the SS HMG is 5-5 in Beyond Normandy and Road to Berlin.

(plloyd1010 on 2015 Jul 31)

Display AARs (1)

One big bloody battle
Author campsawyer
Method Solo
Victor United States
Play Date 2011-03-27
Language English
Scenario AaGI007

The Final Push is a great name for this scenario as this is a big scenario having the Germans needing to push an entire American Infantry Division out of a town and across the river. The Germans have the manpower to do it, but the morale is questionable. In the scenario the Germans get a big force of Grenadiers, Volksgrenadiers, SS, PzIVH's Panthers, Tiger II's, Stugs (both G's and 42). The Americans face them with an Infantry Division with tank support, OBA and air power. The Americans just need to hold on and kill alot of Germans steps, 35 in all to get a Marginal Victory, if they keep them out of Bardenberg they get a major victory. The Germans must push the Americans out of the town and over the river for a major victory, minor can be achieved with just taking the town and the roads out of it.

The first major decision for the Germans is how to attack the town. You have two choices, straight up the road and into the town or flanking it to the right and coming in from the east. Both have pluses and minuses, in this one I went for the right flank. They would move up the road clear the Americans holding the light woods. Then turn and attack the town and push for the river.

The first half of the scenario was a good one for the Germans. The troops were able to overrun a battalion and a half of Americans in the woods to the right of Bardenberg and get into a position to attack from both the south and the east. American casualties went through the roof, 40 steps by the middle of the game, but the Germans had lost 20. This was due to the low quality morale of the VG and SS.

The second half of the game went to the Americans and their dice rolls. The first issue was Fog of War rolls, 12 out of 15 turns ended with FoW and only averaged 8 activations per side. With large forces to move, fire and recover, this severely limits what can be done. The second was Americans rolls were better than the Germans. Passing critical morale checks and making key fire rolls kept the Germans slowed down.

In the end the Americans were able to kill enough steps to get a marginal victory, while keeping enough troops in Bardenberg and on the roads. The Germans couldn't get a turn long enough to get all the troops moving and when they did the Americans disrupted/demoralized/killed the units.

I fine scenario to play. A bit long for a solo effort but it is definitely worth it. You will play to the end as the victory conditions keep you going to the end.

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