Panzer Grenadier Battles on July 20th:
Arctic Front Deluxe #34 - The Legend of Larry Thorne Pusan Perimeter #29 - Taejon Street Battle
Pusan Perimeter #28 - Day Two, Taejon Flanked! Pusan Perimeter #30 - The Fall of Taejon
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Misinterpreted Intentions
Panzer Lehr #11
(Attacker) Germany vs United States (Defender)
Formations Involved
Germany 130th "Lehr" Panzer Division
Germany 5th Fallschirmjäger Regiment
United States 3rd "Spearhead" Armored Division
United States 47th Infantry Regiment
United States 899th Tank Destroyer Battalion
Display
Balance:



Overall balance chart for PaLe011
Total
Side 1 2
Draw 0
Side 2 0
Overall Rating, 3 votes
5
4
3
2
1
4
Scenario Rank: --- of 565
Parent Game Panzer Lehr
Historicity Historical
Date 1944-07-11
Start Time 04:45
Turn Count 18
Visibility Day & Night
Counters 114
Net Morale 0
Net Initiative 2
Maps 2: 26, 33
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 166
AAR Bounty 160
Total Plays 2
Total AARs 2
Battle Types
Delaying Action
Enter & Exit
Kill Them All
Urban Assault
Conditions
Hidden Units
Illumination
Off-board Artillery
Reinforcements
Severe Weather
Smoke
Scenario Requirements & Playability
Battle of the Bulge counters
Elsenborn Ridge counters
Fall of France maps
Panzer Lehr counters
Introduction

Over the previous few days the Americans had consolidated their defenses protecting St. Lo. Intelligence determined that SS Reich was stretched too thin to properly respond to the American pressure, and that a retreat was imminent. Therefore, when increased enemy activity was noted opposite the 9th Infantry Division, the U.S. First Army Headquarters concluded the Germans were pulling out.

Conclusion

Long after American artillery units far to the rear reported German intrusions, First Army Headquarters still refused to believe that the Germans were not pulling out. Not until a battalion headquarters was overrun did they start to take the matter seriously. Luckily, the front-line soldiers recognized the gravity of the situation and responded accordingly. Despite little outside help the American line units soon stabilized the situation, and by noon Panzer Lehr had shot their bolt.


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).
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.

Display Order of Battle

Germany Order of Battle
130th "Lehr" Panzer Division
Fallschirmjager
Heer
  • Mechanized
Luftwaffe
  • Foot
United States Order of Battle
Army
  • Motorized

Display Errata (3)

3 Errata Items
Overall balance chart for 39

Reduce strength direct fire value be came 5-5 in Army at Dawn.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 47

All SPW 251s have an armor value of 0.

(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 (2)

Pz Lehr 11 Misinterperted intentions
Author PatC
Method Solo
Victor Germany
Play Date 2012-11-20
Language English
Scenario PaLe011

The Allies spot the Axis the 5 southern most village hexes. The Axis paras enter across the swamp and the Axis armor force was divided into two columns. The Paras got bogged down in the eastern most village after coming on late. The left column also got on late but the center column making a dash for the cross roads at bd 33 hex 0606 eliminating the Allied blocking force with just one Lt. escaping. They then exited 6 armor steps and a Lt. a gren and two half-tracks. The left hand column never exited any steps but caused numerous armor and halftrack casualties to the Allies. All this added up to a major axis victory. I'll give this a four because it was so much fun to play but I think the Axis have a definite advantage.

This scenario is actually a combination of the two historical attacks Pz Lehr launched vs the US 9th and 30 Inf Divisions on July 11, 1944. I think I might try to rework them into two separate scenarios. The Attack vs the 9th should be on the Airborne board and the attack vs the 30th should be on the BoB hill/village bd. and another with partially open terrain for the approach. The 30th was reinforced by elements of the 3rd armored div. while the 9th used local assets to repel the attack. In addition a 3rd scenario could be created to simulate the situation just a few days before when the area was covered by a US Cav. Squadron. The reason Pz Lehr was not there earlier were the savage and constant allied air attacks which caused delays and casualties. So to simulate those problems for the Axis, the Allies should get to roll once or maybe even 2 or 3 times on the air strike table before the scenario begins. The axis would set up their units in "road march order" (That is stacked, or not, in a column just as if they were entering the board traveling along a road.) The Allies would then strike a random (1st to roll a 6 in one die.) Axis unit. After these air strikes play would begin normally. I just love these lazer cut pieces.

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Satisfyingly Slaughtered
Author Matt W (1)
Method Face to Face
Victor Germany
Participants Hugmenot
Play Date 2013-07-27
Language English
Scenario PaLe011

Two evenly matched forces lock horns in a battle. The Americans start out undermanned at night and around daylight expect a strong armored reinforcement. The Lehr force is augmented by a battalion of Luftwaffe troops (the good ones, not the field divisions). They arrive on board with four platoons of Panthers, four of IVHs and two of IVF2s.

My defense showed a huge hole on the west which wasn't there at all. I had two INF platoons blocking the road in the immeidate front. In the town beyond the woods I had a force including INF, HMG and M18s. I managed to delay a large portion of the Lehr advance for well over an hour by sequentially revealing the hidden units. I had only one bump in the road as a Fog of War roll and the rising sun left an M18 exposed to Panther fire (never a good choice I assure you). I was causing losses and had stalled the Luftwaffe advance completely.

As time wore on, Daniel was able to wear down my troops in the western town and the delay of my reinforcements until turn 7 resulted in the loss of many of the town hexes that I needed to hold to have a chance to win the scenario. I can't complain as three turns to roll of 5 or 6 certainly isn't excessive!

The problem, however, was that Daniel was now able to advance his Panthers into a strong position that I had to respond to. He had waited for me to move my tank destroyers and his movement endangered them. I had to respond and we then entered into the tank battle portion of the battle, in which we learned that Shermans can hurt Panthers and Pz IVs but take losses at about a 2 to 3 to 1 rate. Given my repeated failures to deal with Panthers with the British tanks and tank destroyers (with the 17 pdr 8-8 AT fire weapons), having some success against the German tanks was gratifying.

On the other hand, my armored force was heavily trashed after the tenth turn and we decided to take a quick look at the VP situation. The score was already 52-28 in the German's favor and they had a relatively easy run towards the exit points with at least three platoons of tanks (24 points) and I had a small chance of picking up 5-10 points in a counterattack against the Luftwaffe troops. We decided to call it at that point, given the unbalanced situation.

I was quite pleased with the affect of my hidden troops. I was also pleased with my ability to hurt a number of Daniel's better armored units. I was stunned at the increasing unbalance of the victory point situation and the inability of the Americans to have any real chance at winning this one. This is a ton of fun to play but it has to be played in a shared situation. The hidden troops are of major importance to the success of the defense. On the other hand, at some point in the mid to late game the Germans will put the Americans into the possibility of either a tank battle or watching the Lehr tanks exit - either option resulting in a huge switch in victory points. I was very satisfied with my play but a well played defense simply cannot yield a victory on this one.

It is a blast to play, but due to the imbalance I can only give it a "4". A very aggressive German player may take more losses than Daniel did but will be able to stretch the American defense to a breaking point and begin exiting units. There really doesn't seem to be a strong defensive approach for the Americans, but you will have fun pulling off surprises and ambushes while getting overrun.

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