Panzer Grenadier Battles on February 23rd:
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Vierville - Again!
Airborne #12
(Defender) Germany vs United States (Attacker)
Formations Involved
Germany 709th Static Infantry Division
Germany 91st Air Landing Division
United States 506th Parachute Infantry Regiment

Overall balance chart for Airb012
Side 1 0
Draw 2
Side 2 2
Overall Rating, 4 votes
Scenario Rank: --- of 609
Parent Game Airborne
Historicity Historical
Date 1944-06-07
Start Time 06:30
Turn Count 46
Visibility Day
Counters 50
Net Morale 0
Net Initiative 1
Maps 1: 13
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 144
AAR Bounty 156
Total Plays 4
Total AARs 2
Battle Types
Kill Them All
Road Control
Urban Assault
Hidden Units
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Airborne maps + counters

Early on the 7th of June the 1st Battalion of the 506th Parachute Infantry Regiment replaced the 1st Battalion of the 401st Glider Infantry Regiment (which had been unable to reach the start line in time) for the day's advance on Ste. Come-du-Mont. The approach led through the village of Vierville.


Almost from the beginning, German fire from the hedgerows on either flank forced the advance to a crawl as each defensive position had to be secured in turn. As the day wore on each side grew in strength as additional units joined the fray. The advance continued beyond Vierville. In the afternoon the 2nd Battalion of the 501st approached Vierville and was surprised by the heavy German fire from nearby hedgerows supposedly cleared the day before. By the end of the day Ste. Come-du-Mont had been reached, but not taken. Enemy pressure on the flanks forced the paratroopers' withdrawal at midnight. Vierville would have to be retaken as well.

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)
  • Tank: all are closed-top and provide the +1 Assault bonus, when applicable

Display Order of Battle

Germany Order of Battle
  • Motorized
United States Order of Battle
  • Motorized
  • Towed
  • Leader
  • 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 63

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

(Shad on 2010 Dec 15)

Display AARs (2)

Very Close
Author rerathbun
Method Solo
Victor Draw
Play Date 2016-03-08
Language English
Scenario Airb012

Die rolls saved the Germans in this one. The Americans had one of the two victory hexes with only four step losses, but the Germans managed to hold onto the remaining victory hex on the very last turn when the only remaining unit there managed to recover from Demoralized instead of fleeing the assault.

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Three part harmony
Author dricher
Method Solo
Victor Draw
Play Date 2014-04-15
Language English
Scenario Airb012

This scenario ended up playing in three phases. The first was the American attempt to clear out German forces in the general area of hex 0803. The Germans had placed the guns in town with a Major with a morale modifier of 2, and dug in infantry nearby to cover the approaches. The three steps of patrol units tried to augment that coverage. Initial American units spent time reconnoitering and located German forces. In intense combat the three patrol steps were eliminated, but at the price of two American steps and a 1Lt. A good trade for the Germans! The Americans, with several morale hits, are not strong enough to contest the town, and both sides enacted a bit of a truce while waiting for reinforcements.

The German reinforcements finally arrive, and they become aggressive in trying to take hex 0604 to improve their position. The Americans send a half a step into town to hold it, and both sides begin reinforcing the area as more American troops arrive. The Germans feel emboldened by superior numbers, but the move on hex 0604 with one unit of Gren and 1.5 units of HMG sees the Gren demoralize and run away for a long time. The HMGs cannot assault the town, cannot get a decent direct fire attack on the town, and end up dying to American assaults. Supporting fire from 0803 and two dug in Grens does kill one American step, but the Germans are weakened with the loss of all HMGs. It’s now six steps to three. Both sides settle into artillery and direct fire duels, leading to nothing of note outside of a sore wrist. American arty is abysmal, and will be so for the entire game with one critical exception later.

Finally the main American force arrives. But with two AT units in 0803 the tanks won’t come forward. The Americans do eventually kill the 50mm when it fails a morale recovery while demoralized, but the remaining one stands. The Germans move a Gren unit into town, and have a Gren and 81mm in hex 1101, dug in. Another Gren is dug in adjacent to 0803 blocking the eastern approach. The American artillery finally shines for one single roll in the game, dropping a step on the dug in Gren. That’s the signal to rush the town and dug in position, while more forces, to include the tanks, flank the town and approach 1101. German opfire rips into American units, and while not inflicting any step losses, wreak havoc on morale. The American assaults finally go in, and the Germans hold their own. It takes three turns before the Americans begin overturning German positions. The dug in step falls. Then hex 1101, its Grens demoralized, collapses. But the Germans in town are not only holding, they inflict another step loss on the Americans. Two turns to go, the Americans finally manage a step loss on the Germans, but the tanks will never make it in time to join the assault. The Germans lose everything except the Major, one Lt not in town, a Sergeant in town, one step of Grens, and the 75mm both in town, and avoid the American victory conditions. But with only four American steps lost, the Germans also fail to win.

It was a decent scenario, but never really lured me in. The draw at the end felt like a “kiss your sister” moment. The Germans may have done better being less aggressive in the mid-game, and better American rolls could have forced the issue. But I felt too much slack time between the three phases. In face to face there may have been more action, but without that lure I found myself passing turns quickly to get to phase II. Between phase II and III, the rolls just sucked, and the game stagnated until phase III began.

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