Panzer Grenadier Battles on January 17th:
Jungle Fighting #25 - Mt. Austin VII North Wind #10 - Hellcats Boxed
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In the Mood
Invasion of Germany #13
(Attacker) United States vs Germany (Defender)
Formations Involved
Germany 12th Infantry Division
Germany 9th Panzer Division
United States 3rd "Spearhead" Armored Division

Overall balance chart for InoG013
Side 1 2
Draw 1
Side 2 0
Overall Rating, 3 votes
Scenario Rank: --- of 598
Parent Game Invasion of Germany
Historicity Historical
Date 1944-09-19
Start Time 08:00
Turn Count 20
Visibility Day
Counters 59
Net Morale 0
Net Initiative 0
Maps 2: 22, 24
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 157
AAR Bounty 156
Total Plays 3
Total AARs 2
Battle Types
Urban Assault
Scenario Requirements & Playability
Elsenborn Ridge maps + counters
Invasion of Germany book

The U.S. Army's most successful tank commander, Sgt. Lafayette G. Pool, destroyed 258 enemy vehicles in just three months of combat. He usually insisted that his M4 Sherman, "In the Mood," lead his 3rd Armored Division task force but with the tank and crew scheduled to depart for a War Bonds tour of the States Lt. Col. Walter Richardon placed "In the Mood" on his task force's flank instead. The task force moved out in its new configuration to take Münsterbusch from its determined German defenders.


This time the Germans ambushed Pool. He spotted a hidden anti-tank gun, but his loader jammed the 76mm gun's breach. The Germans hit "In the Mood" in the turret, and it shattered Pool's leg. As medic's administered morphine, his last action of World War II before passing out would be to demand that "someone fix my...tank."

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)
  • APC – Armored Personnel Carrier: These are Combat Units, but stack like Transports. They can transport personnel units or towed units. They are not counted as combat units for the +1 stacking modifier on the Direct Fire and Bombardment Tables (4.4). They may be activated by regular leaders and tank leaders (1.2, 3.34, 4.3, 5.43). They do not provide the +1 Assault bonus (ACC).

Display Order of Battle

Germany Order of Battle
  • Mechanized
United States Order of Battle

Display Errata (4)

4 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 54

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

(rerathbun on 2012 Jan 30)
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 (2)

Tough Slog to Win
Author thomaso827
Method Solo
Victor United States
Play Date 2016-02-27
Language English
Scenario InoG013

This scenario is based on the US tank ace, SSG Pool's final action before being wounded an sent home. The Germans have 10 Grenadiers, 3 HMGs, 2 81mm mortars, a 75mm Infantry gun, 2 75/41 AT guns, wagons to tow the guns, a Hetzer and a Panther platoon to hold the 13 town and village hexes on boards 22 and 24 against 6 infantry, 2 HMGs, 2 M4s, 2 M4/76s, 2 M18s, an 81mm mortar and enough halftracks to transport all the foot troops. US has 2 OBAs of 18 each to the Germans 3 16s, and the US suffers ammo shortages for the OBA. The US gets 1 aircraft anytime the variable weather gives a visibility of 12. Ammo shortage and weather meant that OBA and air support were only available about half the time, though the planes did do at least a step loss with most of their shots while the arty failed to do any damage at all. The Germans were set up with infantry and 1 HMG in the southern 2 town hexes, another infantry and a 75/41 AT gun in the next town hex north, and the other 75/41 in the town hex to the east trying to establish a cross fire on any armor that drove between them. The rest of the Germans set up in the large town and the northwest village, hoping to make the US troops pay for each town hex. The US came in with 3 groups, with the mortar and 1 infantry mounted and supported by the M18s on the US right, the tanks in the middle with M4s on the road and an M4/76 to either side, while the mounted infantry came in on the US left. The AT gun closest to the midle took out an M4/76 step immediately, which sort of fit SSG Pool's being hit in ambush. The rest of the tanks made it to the southern town hexes and used the town to mask them from possible fire from the village to their right. The M18s moved over the small hill and got into a tank duel with the Hetzer that was set up in light woods next to the southeastern town, and the M18s took 2 step losses but succeeded in killing the Hetzers while the US infantry split up, half driving through the fields to assault the central town while the rest moved north to attempt a flank attack or possible attack on the northwestern town, which if successful, would leave them in a good position to take the large town from the less protected rear. The south central town hexes fell quickly, losing most of the defending infantry and HMGs, a Captain being lost in the process while an LT fled with a surviving infantry step. Mustangs hit the town hex just north of the first two town hexes and killed the AT gun and one step of German infantry there, the other step of infantry falling back demoralized. The US mortar set up on the southeast hill called fire missions and air strikes unsuccessfully on the southeastern town hex, wich had to be taken by assault by armored infantry, finally clearing the US right flank. Tanks moved forward to the light woods to prepare for assault with the infantry, but the Panthers took the moment to come out of town and start dueling with the Shermans. The Panthers eliminated steps of two M4s before being killed by the remaining M4/76. 2 stacks of armored infantry assaulted the village on the northwest hill, chasing one surviving step and an LT out and moving to attack the large town from the north while the US LTC lead the rest of the armored infantry in assault from the light woods. In hind sight, it might have been wise to keep the Panthers concealed in the town, but the possibility of taking out all the Shermans and keeping the armored infantry away from the town just seemed to good to pass up. For the last half of the game, US troops assaulted from 2 directions, trading casualties, losing the last steps of the M18s and M4s but taking all but 3 town hexes while killing most of the defenders. In the end, having playe to the bitter end, the US won a major victory, 60 to 28 figuring in the town hex and casualty points. Interesting scenario that I hope to run again in miniatures. Great game.

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Author Blackcloud6
Method Solo
Victor Draw
Play Date 2018-01-05
Language English
Scenario InoG013

What looked to be a straightforward assault against town turned out to be quite a game of maneuver. the Germans defended with just four Grenadier platoons in the forward towns as a delay. The put their guns and mortars in the woods on the east flank with the Panther forward to protect them and prevent a dash across the board. The Hetzers were in the west woods of Board 24.

Seeing the cross fire of AT weapons in the open ground, the Americans attacked through the East Woods. They then hooked west to clear the four towns while sending a force north through the woods. This kept pushing the panthers back to avoid getting in a crossfire situation. Just as planned, the Americans got tied up clearing the forward towns. But it looked like a good chance at an American win if they could get to the gun units or kill the panthers. But the Germans pulled back into Munsterbusch and killed some M-18s when the Americans tried to swarm the Panthers. The Ammericans then tried to maneuver west to take the far town on the ridge to score just enough point to win. But the Panther stymied them killing some Shermans. The game ended in a draw.

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