Panzer Grenadier Battles on April 30th:
White Eagles #21 - Poland Has Not Yet Perished
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St. Laurent Again
Invasion 1944 #1
(Defender) Germany vs America (Attacker)
Formations Involved
America 115th Infantry Regiment
America 58th Armored Field Artillery Battalion
Germany 352nd Infantry Division
Germany 726th Infantry Regiment
Display
Balance:



Overall balance chart for IN44001
Total
Side 1 1
Draw 0
Side 2 3
Overall Rating, 4 votes
5
4
3
2
1
3.5
Scenario Rank: --- of 556
Parent Game Invasion 1944
Historicity Historical
Date 1944-06-06
Start Time 16:30
Turn Count 14
Visibility Day
Counters 37
Net Morale 1
Net Initiative 1
Maps 1: 106
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 153
AAR Bounty 168
Total Plays 4
Total AARs 1
Battle Types
Entrenchment Control
Kill Them All
Urban Assault
Conditions
Entrenchments
Off-board Artillery
Scenario Requirements & Playability
Invasion 1944 maps + counters
Introduction

In the afternoon, the American 115th Infantry Regiment had landed and the 29th Division staff assigned the 116th to advance on the western end of the lodgment and Vierville-sur-Mer. The 115th Infantry Regiment was given the task of securing St.-Laurent-sur-Mer. The 116th's attack had shown that the stone houses in St. Laurent could not be harmed by any weapons possessed by the infantry so a few stray tanks that had survived the hellish two-mile "float" into shore were rounded up to lend support. Even with their help things looked dicey so Captain Thomas Cadwaladar had been sent to round up more help.

Conclusion

Captain Cadwalader 's mission proved profitable as the firepower of the 58th Armored Field Artillery (the offboard artillery) destroyed the stone houses the Germans were using for cover one by one. When darkness forced the Americans to suspend operations they controlled all but a small enclave on the west side of the village. The use of high volumes of artillery fire to achieve tactical gains would become a hallmark of American attacks in 1944-45.

Additional Notes

Introductory scenario #1


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

America Order of Battle
Army
  • Mechanized
Germany Order of Battle
Heer
  • 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 54

The movement allowance on the counters in Airborne is misprinted. It should be "3."

(rerathbun on 2012 Jan 30)

Display AARs (1)

Sold First Scenario for Invasion 1944
Author petermc
Method Solo
Victor America
Play Date 2017-03-05
Language English
Scenario IN44001

My first crack at this game.

The German setup is pretty scripted; I did put an MG north of the trail to slow the US advance.

The US entered on the main trail, mostly, although a smaller group headed towards the town of St. Laurent. The bigger US group crossed the center hill and swarmed the victory location/entrenchment. Because of bocage, opportunity fire from the reduced MG unit there was ineffective.

Thus, the larger American force was able to assault the entrenchment. It took 6 turns worth of assaults, recovery, losing some demoralized units who fled, bringing in some new ones, etc., but finally the entrenchment was cleared.

That gave the US a minor victory; to match that the Germans would need to eliminate 3 steps, but the US only lost one step in the assault.

The base face-up morale (US=8, German=7) is the key to this scenario. The Germans will disrupt easily (the 716th VG infantry was not a top unit!), and the US will get a column shift in assaults for higher morale, usually.

Because the US lost time in the first assault, they weren't able to concentrate on St. Laurent quickly enough for the major win. They did assault both hexes and the game ended with both town hexes contested, the entrenchment gone, and the US never lost more than 1 step (the bocage actually helps the US here, in some ways). With 1-2 more turns this would have been a major US win, still, the minor win was pretty easily accomplished. I'm not sure how the Germans can defend against this approach any better.

As a narrative, a simulation, and a display of this early struggle for the Omaha beach sector, this is a fine scenario, worthy of a "4" rating. However as a competitive scenario I ranked it only a "3", because the German setup and response ability is so limited, playing the German side isn't as much fun. You'll probably only move a few times and mostly you are opportunity firing and recovering.

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