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
Errors? Omissions? Report them!
Montebourg Station
Airborne - Remastered #22
(Defender) Germany vs United States (Attacker)
Formations Involved
Germany 243rd Static Infantry Division
United States 505th Parachute Infantry Regiment
Display
Balance:



Overall balance chart for AirR022
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 Airborne - Remastered
Historicity Historical
Date 1944-06-10
Start Time 13:30
Turn Count 23
Visibility Day
Counters 47
Net Morale 0
Net Initiative 2
Maps 1: 13
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 148
AAR Bounty 220
Total Plays 1
Total AARs 0
Battle Types
Kill Them All
Urban Assault
Conditions
Hidden Units
Off-board Artillery
Reinforcements
Scenario Requirements & Playability
Airborne - Remastered maps
Battle of the Bulge counters
Elsenborn Ridge counters
Fall of France counters
Introduction

Following the successful Utah landings, VII Corps turned the 4th Infantry and elements of the 82nd Airborne Divisions north for the capture of Cherbourg. On the 10th of June the left flank of the drive featured the 1st Battalion of the 505th Parachute Regiment attacking toward Montebourg Station, a railroad station serving the city of Montebourg.

Conclusion

Slowly but surely the American paratroopers drove back the Germans. By 1900 the station was in American hands and the start line for tomorrow's attack secure. Another 17 days of hard fighting remained before the Americans took the key port of Cherbourg.

Additional Notes

Map is available in Airborne, Airborne-IE, Airborne Remastered (print edition) or the Woods & Hills accessory. This scenario is completely playable with Airborne or Airborne-IE components. When drawing "LT" counters for the Americans, place all 1st and 2nd Lt counters in the container and draw randomly.


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.
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.

Display Order of Battle

Germany Order of Battle
Heer
  • Motorized
  • Towed
United States Order of Battle
Airborne
Army
  • Foot
  • Motorized
  • 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)
Errors? Omissions? Report them!