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Go for Broke 2 #3 - High Ground by Daylight Red & White #25 - Szczecin Front Line
Go for Broke 2 #21 - Justifiable Fury Counter Attack #64 - Rakkasans
Go for Broke #3 - High Ground by Daylight
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Buffalos on Crucifix Hill
Invasion of Germany #23
(Attacker) Germany vs United States (Defender)
Formations Involved
Germany 12th Infantry Division
Germany 1st Sturmpioneer Regiment
United States 1st "Big Red One" Infantry Division
United States 745th Tank Battalion
Display
Balance:



Overall balance chart for InoG023
Total
Side 1 0
Draw 1
Side 2 1
Overall Rating, 2 votes
5
4
3
2
1
4.5
Scenario Rank: --- of 579
Parent Game Invasion of Germany
Historicity Historical
Date 1944-10-12
Start Time 13:00
Turn Count 12
Visibility Day
Counters 65
Net Morale 0
Net Initiative 0
Maps 1: 23
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 151
AAR Bounty 163
Total Plays 2
Total AARs 1
Battle Types
Kill Them All
Rural Assault
Conditions
Entrenchments
Off-board Artillery
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Elsenborn Ridge maps + counters
Invasion of Germany book
Introduction

The hill that controlled the area north of Verlautenheide had a large crucifix at its summit, so naturally it became known as Crucifix Hill. Back on the 8th the Americans had secured the hill and occupied the entrenchments there. When their Piper Cubs were grounded it provided too good of an observation point for the Germans to allow them to keep it for long.

Conclusion

The Wild Buffaloes had been bled white since their arrival in the Aachen sector, and lacked the strength to attack Crucifix Hill on their own. Therefore, the untried 1st Sturmpioneer Regiment was assigned to spearhead the operation. Despite the grand-sounding title, the latter was just a motorized infantry unit lacking heavy weapons (and apparently even motor vehicles). Nevertheless, the Germans took the hill with what an American reporter called "bitter courage," but all the courage in the world could not stop the Big Red One from reoccupying the hill before sundown.


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
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable

Display Order of Battle

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

Dead Bodies Everywhere on Crucifix Hill
Author thomaso827
Method Solo
Victor United States
Play Date 2014-11-08
Language English
Scenario InoG023

This small battle starts out with 3 entrenchments on the large hill on board 23, with other US troops starting dug in. Reinforcements come in later on with tanks. Germans start out 4 hexes away from the nearest US unit, and have armor support in the form of a unit of StuG IVs. I placed the entrenchments away from the edge of the hill but placed dug in troops to the flanks of the two northern entrenchments and placed the 3rd entrenchment to the rear and placed the mortars there. All dug-in troops and entrenchments were in light woods. Germans started out in company size units in a horseshoe around the hill at the required 4-hex distance, with the StuG IV in the German center and the German mortars on the small hill north of the east-west road. Germans were able to move in on turn 1 to start surrounding the US forces on the hill while even the light woods offered the attacker a little bit of cover. First blood taken was German when the StuG IV got a bit too close to one of the entrenchments, and was promptly assaulted. The US troops rolled snake eyes and took a step of the German armor, but the Germans passed the accompanying morale check, surviving to fight another turn of assault. Next turn, the US troops took some morale damage but managed to take the second step and kill the German armor. It wasn't long before the Germans retaliated and took several steps of US troops when assaulting and bombarding some of the outlying dug-in troops. US reinforcements came in with the first attempt, preventing the Germans effort to surround the hill, but didn't stop the Germans attempt to take the more lightly held southern entrenchment held only by the US mortars and an LT. Surprisingly, the mortars held on through the rest of the game, losing then regaining morale. Reinforcements came along and started chewing up the southernmost ends of the German pincer, causing more step and morale loss. Odd in this game, German leaders were breaking regularly while the troops they were stacked with passed most of their morale checks. This lead to several German leaders, including the commanding Major, heading for the rear for a turn or two before passing their morale checks. Overall, combat on the hill stalled, and both sides slugged it out at close range, with the US mortars holding on in one assault while another dug-in force swapped losses with the assaulting Germans. Artillery played little role, except for the friendly fire on one entrenchment several turns in a row. In the end, the US won a major victory largely through the points for the two uncontested entrenchments adding to the slight advantage in step losses caused. Great scenario, right to the end.

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