Battle of the Bulge #33
|(Attacker) Germany||vs||United States (Defender)|
|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|
|Overall Rating, 4 votes|
|Scenario Rank: --- of 607|
|Parent Game||Battle of the Bulge|
|Visibility||Day & Night|
|Layout Dimensions||43 x 28 cm
17 x 11 in
|Scenario Requirements & Playability|
|Battle of the Bulge||maps + counters|
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.
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.
|AFV Rules Pertaining to this Scenario's Order of Battle|
|3 Errata Items|
The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France.
(plloyd1010 on 2015 Jul 31)
The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".
(Shad on 2010 Dec 15)
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)
|Battle of the Bulge, Scenario # 33/Rochefort|
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.