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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Rochefort
Battle of the Bulge #33
(Attacker) Germany vs United States (Defender)
Formations Involved
Germany 130th "Lehr" Panzer Division
Germany 902nd "Lehr" Panzergrenadier Regiment
United States 29th Infantry Regiment
United States 309th Engineer Battalion
United States 335th Infantry Regiment
United States 638th Tank Destroyer Battalion
United States 84th "The Railsplitters" Infantry Division
Display
Balance:



Overall balance chart for BaBu033
Total
Side 1 0
Draw 2
Side 2 2
Overall Rating, 4 votes
5
4
3
2
1
3
Scenario Rank: --- of 607
Parent Game Battle of the Bulge
Historicity Historical
Date 1944-12-24
Start Time 02:00
Turn Count 48
Visibility Day & Night
Counters 77
Net Morale 0
Net Initiative 0
Maps 1: 12
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 90
AAR Bounty 163
Total Plays 4
Total AARs 1
Battle Types
Urban Assault
Conditions
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Battle of the Bulge maps + counters
Introduction

As Panzer Lehr Division raced west, the 902nd Panzer Grenadier Regiment assaulted the town of Rochefort. Initial reports were that the town was empty, but was found to be held by a battalion of the 335th Infantry Regiment when a complacent German advance on the town was repulsed with heavy casualties. An attack by the entire regiment with Panther tanks in support was laid on for 0200 on Christmas Eve.

Conclusion

The battle lasted until shortly after noon when the Americans withdrew. The panzer grenadiers had managed to secure the eastern end of the town and slowly began to drive the Americans out. What was unexpected was that it took 11 hours to take a town thought to be unoccupied. German casualties were heavy and although the road to Dinant seemed open, the German advance had reached its limit.


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

Display Order of Battle

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

Display Errata (3)

3 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)
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)

Battle of the Bulge, Scenario # 33/Rochefort
Author JayTownsend
Method Solo
Victor Draw
Play Date 2010-01-01
Language English
Scenario BaBu033

I play Rochefort over the weekend. It uses one board but packs 64 unit counters and another 23 leader counters plus all the markers, so that board fills up with some interesting assault towers. It started out on the East Side of the board as the American's must set up East of 06## and the Germans enter anywhere on the East edge. Crossing the river never came into play! The first 14 out of the 48 turns are 1 hex visibility as it is night. I set up most American's 3 hexes away from the town, dug in! Thought they could eliminate 10 German steps and fall back into town, thus denying the German their victory, which was to keep the American at least two hexes away from the town. With the first 14 turns in the dark, it turned into one big assault line. It turned into a draw! The Americans got more then enough eliminated German steps, while the German almost eliminated every American unit, or there were none with in the two hexes of town. I should have moved more Americans back into the town, at the start of the scenario, but they got mixed up in the assault combat very fast. The game was over before I reached the 30th turn. It was a draw because of the German losses and the Americans were not able to keep any unit within 2 hexes of the town. The Germans were delayed a little bit and had heavy casualties but the victory condition should have included American casualties into the victory conditions as well, as they were basically push off the map. I never had this size of a scenario with so many step losses. But I did enjoy it, as unlike most people who like huge scenarios, I prefer medium to small type the best.

Also, don't forget about the new rule for the M18. Being able to move and fire on the same turn. That pretty cool, it is rule #4 in the Bulge scenario book.

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