Panzer Grenadier Battles on November 21st:
Desert Rats #16 - The Panzers Pull Back Desert Rats #19 - The Panzers Return
Desert Rats #17 - The Tomb Of Sidi Rezegh Jungle Fighting #7 - Line Of Departure
Desert Rats #18 - A Pibroch's Skirl South Africa's War #5 - Irish Eyes
Errors? Omissions? Report them!
Ousseltia Valley
An Army at Dawn #13
(Defender) Germany vs United States (Attacker)
Formations Involved
Germany 10th Panzer Division
United States 1st "Old Ironsides" Armored Division
Display
Balance:



Overall balance chart for AAAD013
Total
Side 1 5
Draw 2
Side 2 5
Overall Rating, 12 votes
5
4
3
2
1
3.58
Scenario Rank: 359 of 940
Parent Game An Army at Dawn
Historicity Historical
Date 1943-01-21
Start Time 15:00
Turn Count 18
Visibility Day & Night
Counters 112
Net Morale 1
Net Initiative 0
Maps 3: 77, 78, 79
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 153
AAR Bounty 147
Total Plays 12
Total AARs 5
Battle Types
Hill Control
Inflict Enemy Casualties
Road Control
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Smoke
Terrain Mods
Illumination
Scenario Requirements & Playability
An Army at Dawn Base Game
Introduction

To improve their defensive positions the Germans launched a major operation late on January 18th aimed at controlling the four main gaps through the Eastern Dorsals, which conveniently controlled the Tunis water supply. After faking an attack against the British they wheeled on the ill-equipped French and broke into the Ousseltia Valley. At 1715 on the 19th General Paul Robinett received orders to lead Combat Command B into the valley to rectify the situation. The Germans controlled the valley by the time Robinett arrived at Maktar on the 20th. He lined up his artillery support, then conducted a treacherous road march, delaying his attack until the afternoon of the following day.

Conclusion

Robinett’s attack showed that Combat Command B was learning from its previous mistakes. Instead of racing willy-nilly down the road into the fire of waiting enemy anti-tank guns, the tankers waited until the supporting artillery began softening up the enemy with their fire missions and air support roared inbound. Then they advanced under control and remained organized when engaged by a platoon of Tiger tanks. While they didn’t achieve all their objectives they pushed Kampfgruppe Lueder back far enough to open up an escape route for the French fighting to the north. This new discipline led to the 501st Heavy Panzer Detachment mistaking them for British. The day did not bring laurels for CCB but they did their job well enough, and remained combat ready for the next day.


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
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable
  • Self-Propelled Artillery: do not provide the +1 Assault bonus, even if closed-top (SB)
  • Anti-Aircraft Weapon Carrier: apply a -1 modifier to an air attack if within three hexes of the targeted hex (15.14).
  • 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).
  • Unarmored Weapon Carriers: These are unarmored halftracks (Bufla and Sk7/2) or fully-tracked vehicles (Karl siege mortar) with mounted weapons. All are mechanized, except the BM-13 (Katyusha rocket launcher mounted on a truck). They are weapon units, not AFV's, so they are never efficient and cannot be activated by tank leaders. (SB)

Display Order of Battle

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

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 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)
Overall balance chart for 484

Liberation 1944's Tiger movement and armor ratings are backwards. They should be Armor 7 and Movement 5.

(petermc on 2014 Feb 14)

Display AARs (5)

Wild and Wooly
Author Player9
Method Solo
Victor Draw
Play Date 2023-12-23
Language English
Scenario AAAD013

The victory conditions in this scenario make for very "lose" play. The main way to score is by occupying hill hexes. Combine this with the fact that a good portion of the scenario is played at night, and you have a very interesting scramble. I added a house rule to make night movement unpredictable: on a 1-2 a unit cannot move, on a 3-4 it can move half its allowance, and on a 5-6 it can move full. This rule had units scattered. I also deemed that all hill hexes on maps 77 and 78 start German controlled, while those on map 79 start US controlled. This balances the numerical and quality advantage of the US. I also ruled that a unit can only take one hex per turn to slow things down a bit. The Germans had their Tiger and some infantry chase after the hex grabbing Yanks. With the movement restrictions and variable visibility, the Tiger would swat an occasional US vehicle, slow as it is. During the day turns, the game played more conventional, with the US concentrating against a German line on the long ridge in the south of Map 78. The result in the end was very close, with the Germans sneaking through and grabbing some hexes on map 79. I called it a draw.

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Seize as much High Ground as you can, Boys!
Author treadasaurusrex (United States)
Method VASSAL
Victor United States
Participants Daedalus
Play Date 2022-11-19
Language English
Scenario AAAD013

This was a 9-session play-through with the methodical and daring, Daedalus, as the defending German Commander of Battle Group Lueder who was initially set up in 3 major positions in the hills surrounding the main east-west road on maps 77-78 & 79. I played the attacking American Commander of Combat Command B, 1st Infantry Armored Division. We used the optional smoke/illum, excess initiative, consolidation, strategic movement and extended assault optional rules. Happily, we dispensed with the fog of war optional rule in what turned out to be a very entertaining, but costly play-through.

In the first session (game turns 1-2) included a pair of deliberate American movements-to-contact aimed at the hilly portions both north and south on Map 78. The heavier northern (left flank) attack led off, and was gradually followed by what turned into an extended 16-turn, back-and forth fire fight in the southern ridges (right flank). By the end of turn 2, the Americans in the northern attack had swept the bulk of the German defenders out of their forward positions on the north and western margins on the north hill mass. A number of green US units in both attacks were repeatedly disrupted and demoralized, in spite of the large amount of US direct and indirect firepower used in support of the advance. At the end of this session, step losses were 0 for the Americans, and 6 for the German side.

The 2nd session (game turns 3-4) was a very grim ordeal for the American side that featured the loss of 14 steps and very cold dice. My opponent’s accurate long-range AT fire eliminated 2 and a half platoons of M-3 Lee tanks accounting for 10 of the 14 steps lost. German defensive positions on the northwest hill on Map 78 were finally overwhelmed at a heavy cost, however the developing counter attack was aborted in favor of the beginning of an extended Teutonic migration south, in order to shore up the threatened right flank on the long ridges. Two more US air strikes were called, but only one found a target, thus ending the limited American air support for this scenario.

There were a total of three badly-timed combat 7-die rolls for the American side. None for Battle Group Lueder. At the end of this session, step losses were 14 for the Americans, and 10 for the German side resulting in reduced initiative levels for both sides. Oddly, the victory points at the end of turn 4, were: 34 for the Germans, and 69 for the Yanks, thanks to the occupation of the town and a large number of hill hexes.

The third session (game turns 5-6) again found the Germans blessed by the PG fates with mostly hot dice. The American offensive in the south began to get a bit of traction, but at a considerable cost. A sliver of a foothold was established on the southernmost hill on Map 78 after a considerable amount of suppressing fire from American M-3/75 SPA units, HMGs, tanks and mortars. Accurate long-range AT and OBA fire from Battle Group Lueder also took a toll in the north with the elimination of the deadly American T-28 SPAA platoon. The slow & methodical combined arms Teutonic migration south to shore up the menaced German left flank on the long east-west ridge on Map 78 continued. By the end of this session, step losses were 19 for the Americans, and 12 for the German side resulting in reduced initiative levels for both sides. Unexpectedly, there were a combined total of only three combat 7-die rolls for both sides during these 2 turns.

The 4th session (game turn 7) was focused on the shift in the action to the southern margins of the battle map with intense US bombardment and close-range suppressive fire washing over the German positions on the west edge of the long ridge and the southernmost 20-meter hill on Map 78. Another section of American Lee tanks was eliminated by accurate AT fire from the long ridge as the expanding US attack began to take shape. Battle Group Lueder’s armored assets continued to migrate south during this 1-turn session. At session’s end, mounting casualties resulted in step losses totals of 21 for the Americans, and 18 for the German side.

The fifth session (game turns 8-9) consisted of substantial bitter fighting in the southern portion of the battlefield as the Americans slowly occupied the southernmost hill on Map 78, and finally established a very tenuous foothold on the adjacent east-west ridge. A mounted movement of the remaining company of uncommitted German mechanized infantry moved south around the ridge, and joined a company of Pz-IIINs. The Americans managed to throw FIVE combat 7-die rolls in this costly session. Again, there were none thrown by Battle Group Lueder. At the end of turn 9, step loss totals were tied at: of 23 for the Americans, and 23 for the German side.

The 6th session (game turns 10-11) continued the fighting in the south with the semi-firm establishment of an American foothold on the western portion of the long ridge at the cost of a sacrificial APC platoon. The right flank (northern) American column cleared off the remaining German units on the northeastern hill on Map 78, and finally eliminated the last of the Axis mortars. Armored units supporting this drive moved onto the northernmost hill mass on Map 77. A responding German probe moved onto the eastern margins of the same hill mass. As night fell, the anticipated German combined arms counter attack on the American-held, southernmost hill began and was bitterly contested as this column moved into close assault position. By the end of turn 11, step loss totals were: 24 for the Americans, and 26 for the German side. The cumulative victory point totals were: 48 for the Germans and 107 for the US side.

After a two week hiatus, the 7th session (game turns 12-13 ) was focused on a series of costly, nighttime close assaults in the hilly southern portion of Map 78, as well as desultory fighting in the hills of the western portion of Map 77. Illumination flares allowed a number of AT shots that resulted in the destruction of 3 steps of US Sherman tanks and the German’s STG-III assault gun unit. The same fitful illuminations allowed for some deadly close range artillery concentrations, and lethal direct fires accounting for 6 additional US steps and 12 more for the German side. An intrepid American infantry company close-assaulted the single Tiger I platoon, causing a demoralization and pinning this unit in-place – creating the possibility of its eventual destruction. A long distance US probe managed to capture a string of German trucks on the east-west rode segment in Map 77. By session’s end, step losses amounted to 38 for the 10th Panzer and 30 for the slowly advancing Americans. The cumulative victory point totals were now: 39 for the Germans and 148 for the US side.

The long-delayed 8th session (game turn 14) was a primarily an infantry slug-fest in the darkness, punctuated by repeated leader capture attempts by multiple American tank units. In terms of the latter case; 3 German officers were captured after long sprints, and in the former case; close assaults in 3 different hexes yielded mixed results with only a single American success in clearing hex 78-0614. By session’s end, step losses amounted to 40 for the 10th Panzer and 31 for the US side. Updated victory point totals were now: 40 for the Germans, and 155 for the Americans

After another unavoidable hiatus in play the final session (game turn 15-16) featured a costly and hard fought finish with multiple pinned units in fiercely contested close assaults on, and around the southernmost 20-meter hill on Map 78. The US side was able to eliminate that last of the Landsers by close assault during turn 15, leaving only the last 3 tanks platoons without infantry support. Ultimately, the last German unit to be eliminated was the troublesome & lethal Tiger I platoon at the end of turn 16.

Step loses in this play-through totaled, 54 for the Battle Group Lueder and 33 for the US Combat Command B. The final victory point totals in what surprisingly turned out to be an American major victory was: 42 for the Germans, and 182 for the Americans. I give this well-designed scenario a rating of 4.

My suggestions for a more balanced scenario include: 1) revising the victory conditions since an active, highly-mobile American offensive will almost guarantee a victory by occupying the bulk of the hill, road and hill hexes, and: 2) strengthen the German OBA by adding at least one more 16-strength increment, or another onboard 81mm mortar platoon.

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Wild and Wooly Shoot Out in the Desert
Author Tankodactyl (United States)
Method VASSAL
Victor Germany
Participants treadasaurusrex
Play Date 2024-01-14
Language English
Scenario AAAD013

This was a big maneuver, fun scenario that was great practice for me as the American player. My relentless, but helpful opponent, Treadasaurus, was surprisingly attacking from the very beginning, instead of defending his ridges and hills like I expected. I hate Tiger I heavy tanks! The only good thing about them, is that they are darn slow. The combo of that miserable Tiger platoon and fast moving German infantry was just too much for my relatively green, US defenders. When night time came, I was not expecting illumination, and did not move my AFVs properly for safer and better defensive positions. The German side came on with great gusto and forced my hand over and over, especially on my right (southern) flank. We played with the awful FOW rule (after turn 6), which helped the supposedly-defendinmg Germans, and also used the smoke/illum, tank riders, consolidation, excess initiative, strategic movement and extended assault rules. We both drew decent sets of leaders. Thing is, I lost way more of mine in combat and by enemy capture, or desertion!

Other writers have described the action in their AARs, so i will skip the grisly details. I lost US units like they were on sale after Christmas! Very bloody game play, with my side losing more than twice as many steps as the Germans. The result in the end was sorta close, with the Third Reich boys holding just enough turf on the scenario map to win it all.

I give this pretty fun to play battle a 4, but I think that I mostly was dogged by bad luck against a stronger, more opportunistic opponent with a better game plan. I lost the momentum early and the initive belonged to the Germans for darn near the entire scenario. Seems like most people who play this one win as the American side. Sometimes it just doesn't go your way and the other side gets the majority of the breaks and way fewer combat 7-die rolls when they count!

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The Wehrmacht Fails to Hold the Road & the Valley!
Author treadasaurusrex (Germany)
Method VASSAL
Victor United States
Participants Capt. Chaos
Play Date 2024-09-10
Language English
Scenario AAAD013

This was a fun-filled, introductory, 13-session play-through with the dauntless & wily, Capt. Chaos leading, attacking elements of Combat Command B of the US 1st Armor Division, while I had elements of the veteran German 10th Panzer Division, newly-deployed to Tunisia. Both sides drew decent sets of leaders, with the Axis having a slight advantage, as well as a proven OPLAN to operate from.

This was an excellent, maneuver-heavy, combined arms battle. We played with the FOW, tank riders, consolidation, smoke/illum, extended assault, hidden units and excess initiative optional rules. In addition, we utilized the following 3 house rules:1) Road Movement for Mechanized & Foot Units All FOOT & MECHANIZED units may move on roads at the rate of 1/2 a Movement Point (MP) per road hex, just like MOTORIZED units, 2) Standardized Movement for Mechanized Units All mechanized units may move through clear hexes at a movement cost of only 1 movement point (MP) per hex, instead of 1 1/2. Add one to this cost if moving up or down slopes hexes, and 3( Dug In Units on Slope Hexes are Automatically in Limiting Terrain in Desert Games Unless prohibited by special scenario rules, ALL units that are dug-in on slope hexes are considered to be in limiting terrain and are spotted if enemy units approach to within 3 hexes, or 4 hexes for reconnaissance units – unless they are marked with a spotted marker, see 8.22.

The first session (game turn 1) featured a near-flawless, opening set of direct & indirect fires by the Americans advancing in two prongs: north (left flank) and south (right flank). The GIs drew first blood by eliminating a hilltop German infantry gun in the north, and the step losses soon were 2 for the US, and 4 to the startled German defenders. The initial victory point tally was 53 for the Americans, and 87 for the Wehrmacht.

Our costly second session (the end of game turn 1 to the end of 3) featured the Americans in both advancing prongs coming into decisive range and liberating the first hill hex in the north while surviving withering, long-range AT fire. Especially in the north several successful US air support and artillery strikes, helped to pin the German defenders in place. The step loss tally this session was: another 9 for the GIs, and 7 more for the German side.

The costly third session (game turn 4) featured the elimination of the last German-held position on the northwest 20-meter hill, and the dramatic expansion of the American footprint across the north half of Map 78. In the south, the American commander moved to break the stalemate by sending probes south of the main east-west ridge and along the south margin of the battle map. There was also a pair of accurate US artillery bombardments, some additional armored probes, and a successful air strike that cleared the bulk of the western portion of the Ousseltia Valley. US units spread out to further split the fire of the remaining Boche units on the margins of the valley. Victory point totals were now: 96 for the Germans, and 68 for the advancing GIs. Step losses were now 16 for the American side, and 15 for the Wehrmacht,

Our high-maneuver, fourth session (game turn 5) featured bold American armored thrusts to the east in the north, center and south sectors of the battle map. This proved a costly process as the steps lost in this session were: 20 for the attacking American columns, and 2 for the Wehrmacht defenders. Jerry AT fire was heavy and mostly accurate throughout this session. A substantial amount of map real estate was opened up to advancing GI mobile units – especially on the northern half of the battle map - with the sacrifice of multiple probing tanks and APC units. The updated victory point tally included, 165 for Germany and 82 for the United States.

The fifth & sixth sessions (game turns 6-8) featured multiple, fierce adjacent-hex fire fights and a great deal of long-range AT shots. Between them, the Jerry Tiger and the STG-IIIG caused havoc among the advancing Americans, as the GIs spread out across the battlefield. US mobile units began liberating German-controlled hill hexes in both the north & south margins of the battle map. The tide seems to have begun turning in favor of the GIs by the end of game turn 8, as the updated victory point tally was 156 for the rapidly-depleting Germans and 97 for the surging American side. Step losses were now 24 for the Jerries and the Americans had lost 40.

Our seventh session (game turns 9-10) featured surprisingly light casualties of a single step loss to both sides. American long-range, armored probing established control over another batch of hill hexes on Map 77, and the elimination of a Jerry halftrack. Unexpectedly, the Germans began a combined arms counter attack in the center of Map 78, led by the tank leader of the Tiger I platoon. The revised victory point score was now: 108 for the advancing GIs, and a still-formidable 145 for the Wehrmacht at just past the halfway mark in the scenario.

The high mobility and exciting, eighth session (game turn 11) featured a significant amount of shifting movement for both sides and the loss of 2 additional German steps by close assault on the eastern-most margin of the long east-west ridge south of the road (78-0213). Fierce close-range fighting continued in this sector. The twin American thrusts across the north & south portions of the battle map were now paying off, with numerous hill hexes probed & liberated by the US spearheads, bringing the updated victory point tally to around 129 for the American side and 126 for the Wehrmacht boys. Clearly, the battle’s momentum had now shifted in favor of Uncle Sam’s embattled troops, as control of another road segment shifted away from the Jerry defenders.

Our intense and hard-fought, ninth session (game turn 12) featured the loss of an additional 8 steps of US troops & tanks, as well as another German step loss as the two sides grappled in the south, central and east sectors of the battle map. The deadly STG-III, and a company of German landsers continued their reign of terror on the long ridge, while the sole remaining Pz-IIIN bagged a pair of probing US halftracks in the SE quadrant of Map 77. An audacious American advance in the center, made progress and drew into decisive range of the remaining Wehrmacht positions on the central 20-meter hill, north of the road on Map 78.

The intense tenth session (game turn 13) featured a fair amount of maneuver by the advancing Americans, as well as redeployment & retrenchment for the dwindling German side. An American T-30 platoon was eliminated, while a pair of Jerry truck units were also eliminated by a company of sharpshooting US M-3 Lee tanks on hilly Map 77. The victory point tally was now in the vicinity of: 115 for the Germans, and 151 for the, soon to be victorious, US side.

The eleventh session (game turn 14) featured minimal casualties of only 2 steps lost per side and a fair amount of maneuver with the Americans having the initiative and momentum. The victory point score was now: 116 for the Germans, and 155 for the surging GIs.

The 12th session (game turn 15-16) featured a great deal of maneuver in what was a rather grim session for the attacking Americans, who lost an additional 6 steps, compared with the German loss of an additional 4. With relatively few remaining units on both sides, and the pair of close assaults locked in stalemate, the focus switched to long-range artillery & AT fire duels. The GIs had the initiative in both turns and maintained their momentum and mobility. The victory point score was now: 121 for the Germans, and 160 for the soon-to-be-victorious American side!

Our 13th session (game turn 17-18) featured the terminal moves by both sides and the final victory point tally was: 164 for the Americans, and 134 for the Wehrmacht. A major American victory in Tunisia!

In all, there were 7 FOW-shortened game turn of the 18 played.

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Taming the Tiger
Author Schoenwulf
Method Solo
Victor United States
Play Date 2017-08-28
Language English
Scenario AAAD013

Late in the afternoon of January 21, 1943, units from USA Combat Command B, 1st Armored Division engaged the Battle Group Lueder, 10th Panzer Division in the Ousseltia Valley. As the Americans approached Ousseltia, they found the Germans dug in both north and south of the main road with pickets in the western rocky ground. The US units dug in and then advanced slowly with both artillery and close air support. The support proved ineffective as the German armor decimated an M3/75 and two Lee platoons. By 1430 hours, the Americans had taken control of the western tip of the south ridge and the west center portion of the road. A German combined thrust on the north flank was stalled by three Sherman platoons moving out of the northwest wadi. As dusk fell, two Lee platoons penetrated past the Tiger platoon that was patrolling the south ridge. The Americans continued to secure hills behind the front line on the south ridge while isolating the Germans into a broad pocket. At 1830, the US assaulted the Tiger platoon, disabling the units at a price to the US troops involved. A StuG IIIG group moved west on the main road toward Ousseltia, destroying two US tank destroyers along the way. However, after it entered the town, two Sherman platoons made short work of it, and the battle ended in a major American victory.

This objectives for this skirmish include town, hill and road control in addition to step loss VP’s. The scenario began with the Germans looking strong, as the US Warhawk patrols and OBA did no damage for the first hour, coupled with fog-of-war ending the first six turns early. However, once the US units got into play, the Germans began to lose ground and take losses. While the Tiger unit is formidable, the multiple American armor units allow the flexibility to get past it, and it is not able to catch up and do any real damage. Although the Germans had an edge in the number of officers that are needed for night movement, they simply didn’t have enough units to cover the ground that the Americans could. With over 200 hill hexes in play at one VP each, this gave the Americans a strong edge after nightfall. The Americans ended up with full control of the town, control of the roads on Map 79, 166 hill points to the Germans 35, and step losses of 47 US to 37 German. The total VP count was 223 US to 82 German for a major US victory.

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