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
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A Bad Mix
Aachen 1944 #1
(Attacker) Germany vs United States (Defender)
Formations Involved
Germany 12th Infantry Division
Germany 246th Volksgrenadier Division
Germany 49th Infantry Division
United States 30th "Old Hickory" Infantry Division
Display
Balance:



Overall balance chart for AaGI001
Total
Side 1 2
Draw 1
Side 2 2
Overall Rating, 5 votes
5
4
3
2
1
4.2
Scenario Rank: 36 of 940
Parent Game Aachen 1944
Historicity Historical
Date 1944-10-03
Start Time 06:30
Turn Count 24
Visibility Day
Counters 131
Net Morale 0
Net Initiative 0
Maps 2: 22, 25
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 172
AAR Bounty 153
Total Plays 5
Total AARs 4
Battle Types
Inflict Enemy Casualties
Road Control
Urban Assault
Conditions
Off-board Artillery
Scenario Requirements & Playability
Aachen 1944 Base Game
Cassino '44 Counters
Elsenborn Ridge Maps + Counters
Introduction

The Old Hickory Division had surged forward and established positions across the Wurm River, making the German positions north of Aachen untenable. The Germans promptly made the situation worse by ordering General Lange of 12th Infantry Division (known as the "Wild Buffalos" for their aggressive charge across Russia in Operation Barbarossa) to assume command of three infantry battalions from two different divisions and attack. Looking for any familiar faces to help, he managed to add his own division's assault guns and engineers to the mix.

Conclusion

With the mixture of formations and people who had never worked together before, the attack was doomed to failure before it started. Both sides reported that the German troops attacked with surprising vigor, but enthusiasm couldn't overcome bad coordination. The American artillery racked up a frightful list of German casualties, with the engineer battalion particularly hard hit.

Additional Notes

The additional counters needed from Cassino are 3 engineers and 1 HMG for the Germans. These can be substituted with counters from other games.


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)
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable
  • 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
Heer
  • Mechanized
United States Order of Battle
Army
  • Mechanized

Display Errata (4)

4 Errata Items
Scen 1

The Americans mortars are 81mm not 82mm stated in scenario OOB

(campsawyer on 2010 Dec 05)
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)

Display AARs (4)

A very remakable win
Author waynebaumber (Germany)
Method Dual Table Setup + Voice Chat
Victor Germany
Participants unknown
Play Date 2013-11-27
Language English
Scenario AaGI001

Played over 4 sessions lasting from April to November against Joseph Ladd this scenario has a mixture of German units including elements of a Volksgrenadier division, unattached AFV company and an combat engineer regiment trying to clear two roads of American units. The Americans are greatly outnumbered but have the advantages of terrain and excellent OBDA. The Germans have in effect to split their units and attack down the roads on thier divisional axis. The Americans had an excellent set up with a dug in ridge defense on board 25 and on board 22 a defense centered around the three town hexes at the centre of the board. The initial German plan was for the Volksgrenadier units to just demonstrate against the units on board 25 and pin them down without losing too may units, the ENG,STUGs and element of the regular Grenadier division would push heavly against the units on boards 22 clear the road and then take the remaining Ami's in the flank. The fist two hours fighting saw the German ENG units repulsed and having to regroup but the American screening units had been badly mauled amd the 3" artillery piece destroyed giving the STUG's some freedom of movement. The following hour saw the German noose tighten around the towns but losses where now beging to mount and on the Volksgrenadier units were struggling to make any headway on the German left flank. US artillery was now making its presence felt and even as the first town hexes fell German losses had meant that the US player could claim a minor victory. Elated by this the US commander made a small but significant error which allowed the Germans to finally penetrate the ridge line on the left flank, with he STUG's roaming freely behind the US line momentum slowly shifted to the German forces. The final hours of combat saw assault after assault against the remaining now encircled American units on board 22 while the VG units where finally being reinforced by regular units, but time was now running out for the Germans and still there where good order US forces on both roads. Finally all the US units were captured or eliminated on the German right flank this road was now clear! The result suely would be a draw as there where only four turns left to clear the left flanks road, however the German commander flung his units forward pinning several US forces in assault and using the STUG's to screen recently regrouped American units in the woods so they were unable to regain the road. In the last 15 minutes of battle just 1 hex held out with 2 US INF units clinging to thier dugouts, surrounded by German units could they hold out? The German artillery rained down on this last bastion, this succeeded in taking out one of the advancing VG units but also disrupted the AMI units the onboard MTR's then joined in and with a lucky roll demoralized the final US units, they next impulse failed to rally, and the Germans had pulled off a remarkable if lucky major victory. Wow, what a great game, played well by both players in a good spirit, though both Joseph and I noted how tense the last few turns where and the idle chatter between gane turns had somewhat lessened, this is why I game and why PG can hit my war game G spot. A good balanced scenario going down to the last turn and almost the last die roll. Excellent. A bigger plus what that I actually met Joseph face to face when he visited London after our first session of this scenario, very nice to put flesh on to that voice coming over the headphones.

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Hans, do I go first or do you...
Author campsawyer
Method Solo
Victor United States
Play Date 2010-12-13
Language English
Scenario AaGI001

An interesting scenario for the SSR that it has as well as the play. Historically, the assault was uncoordinated and to simulate this only the German player observes the FoW rolls the American player can continue until he is done. Giving the American a distinct advantage. The German player also has a restricted setup from where he enters the boards, basically along the north and east roads. The American needs to setup a defense to hold the east-west roads, a major victory, as well as kill German steps, 20 for a minor victory. The Germans must take one east-west road, a minor victory, or both for a major. The morale for both sides is similar with good initial morale, but a big drop for reduced units. Plenty of leaders on both sides will make the play interesting. Visibility will be limited for the eight turns so the Germans have an advantage getting into attack positions.

For the initial setup the Americans are setup in the fields on board 22 and the town hexes as well. Two INF platoons and an HMG are posted on picket duty to the south of the fields to link to the American units on board 25. On 25, the units are dugin around the 40m hill especially on the elevations for the roads. Several INF and HMG platoons cover the approaches as well as the crossroads. Mortars are on the western 40m hill to provide support. American AT guns are hidden using a solo house rule. Leaders are positioned with the units to provide morale and fire support.

The Germans will have the Engineer battalion advancing from the north. They are moving in an open area close to the town. They will have the cover of night to get close on the first couple of turns but must take OP fire when they are close. The 49th Infantry division will move on the east road on board 22. They will advance along the road, clearing the fields of American units as well as supporting the attack on the town 22/0608. The Volksgrenadiers will move on the east road of board 25. They will move up the road to first take the 40m hill and the road up to the crossroads at 25/0709.

6:30-7:00 Hourly report

  • The Germans advance under the cover of the early morning night, the Americans are slow on the OP fires allowing the Volksgrenadiers to get near their foxholes on the 40m hill on board 25. The Germans are in positions to assault the American lines early.

  • The Engineer battalion advances to the north west of the town 22/0608 to try to pin the Americans between them and the advancing 49th Infantry Division.

  • The 49th Infantry moves on and deploys some GRENs to clear the big field on board 22. Other units move up the road to advance on the town at 22/0608.

7:00-8:00 Hourly Report

  • The Volksgrenadiers(VG) move to assault the hilltop on 25/0606, scoring a step loss, but the Americans also get a step loss too. A second set of VG GREN's hits American foxholes along the east-west road. Demoralized by German fire, they quickly recover before the VG's can assault. The Americans fire first in the assault and demoralize the VG Captain and the attacking GREN platoons.

  • The 49th starts there assaults on the dugin American INF's in the board 22 field, but they are hit by accurate OBA and INF DF. One group of GREN's are demoralized and run when they try to recover. Another GREN platoon is hit with a step loss that morally wounds the leading Captain. The second and third groups have little effect on the Americans, but some GREN's are disrupted and demoralized.

  • To the north, the engineers are hit by American DF and demoralized. After recovering, they advance toward the town 22/0608 and 22/0809. They assault American foxholes in 22/0609 overrunning and destroying the dazed American INF. A second group of engineers discover an American 57mm AT gun in 22/0809 with covering infantry. Assaulting the town the engineers demoralize the American defenders, subsequent recovery fails and the covering infantry flees leaving the AT guns along with the engineers.

  • To the east, the 49th is getting caught in a battle in the fields with a reinforced American company and the 49th is getting the worst of it. Several step losses to GREN units and subsequent demoralizations force the unit to flee back to where they came.

  • The Volksgrenadiers continue to attack in the south, but moving up the hill and the wooded terrain slows as the American defenders put up more resistance. The initial shock to the German attack has worn off and OBA and OP fire are starting to take a toll on the VG. Disruptions and demoralizations force several units to stop to recover. The VG Lt. Colonel takes charge of a GREN and HMG to move them north of th 40m hill to flank the American defenders. On the approaches of the east-west road the American Captain recovers from a near miss from German DF. The American lines stiffen and hold for the moment.

The Americans control the roads and have start inflict step losses on the Germans

8:00-9:00 Hourly Report

  • The 49th is hit by American counter-assaults knock out a reduced GREN and demoralize the SGT leading them. A German LT poised to reinforce the SGT attacks, but American first fire demoralizes the LT as well as the reinforcing platoons.

  • The German engineers looking to assault 22/0608 get hit with disruption and demoralizations from American DF. OBA thats out a step from another engineer advancing toward the town. Attempts to rally fail and have the engineers running for the woods to the northwest.

  • The German Stug's appear with the 49th from the east of board 22. They advance south of the fields ignoring the American picket units they position themselves on the south side of the fields to prevent reinforcements to the battle in the fields as well as position for a southern attack on the towns on board 22.

  • To the south the VG Lt Colonel overruns a reduced American INF platoon on 25/0508 giving them control of the summit of the hill. The American Captain escapes capture and moves to adjacent hex with another platoon. The Captain has a remedy for the VG Lt. Colonels attack, OBA on his position, which disrupts him and the VG GRENs with him. But this give him control of the hill, but the Americans still control the ridge and the northern and southern base.

  • For the 49th, the situation has them tied down with the fighting in the fields of board 22. Even though they have advanced to the north and the south of the fields many units are tied up in the fight and cannot support the advanced units. This give the Americans OF and OBA fires on the engineers that keep them out of the towns. Except for a luck advance on 22/0809 all other units are far back from the towns.

  • On board 25, the Volksgrenadiers have been slowed by demoralizations and have had to recover. The hold the east side and the summit of the 40m hill as will as the advances of the road up the hill, but American defenses around the crossroads keep them back.

The Americans hold both roads and have inflicted 13 step losses.

9:00-10:00 Hourly report

  • The last of the Americans on the 40m hill flee across the ridge leaving the hill in the VG Lt. Colonels hands. The American INF in dug in positions at the crossroads will have nothing to do with that and open fire disrupting the VG GREN's.

  • American GI's holding the fields on board 22 from the German 49th Infantry score another step loss and force a German LT and HMG trying to support to flee.

  • The German Stug's to the south end of the field attack a fleeing American infantry destroying it.

  • Sensing a break in the American line in the field, German OBA and mortar fire concentrate on the fields and force and American Captain, LT and INF to run. The German OBA spooks the American Captain and he moves his HQ just before mortar fragments rain in mortally wounding the LT and killing most of his runners.

  • American OBA targets the 40m hill and the VG Lt Colonel in control of it. He is disrupted from the fire.

  • Concentrated VG DF dislodge a HMG that is stationed at the crossroads 25/0709 leaving just an INF and the Major to hold it. VG GREN's try to close on the crossroads but are demoralized by OP fire.

  • To counter the assault on the crossroads, the remaining Americans on the north side of the 40m hill leave their foxholes. The Americans have a strong flanking force of an INF and HMG with a good leader.

  • The German attack slows as early FoW rolls force them to stop leaving many disrupted and demoralized units on the boards. The American continue firing at the uncoordinated Germans getting step losses as well as disruptions and demoralizations. At this point 20 German steps are lost and the Americans are guaranteed a minor victory or a draw.

  • The Americans start to have the initiative with consistency, forcing the German attack to slow. The Americans pound the 40m hill with OBA and mortars, forcing VG units to disrupt and demoralize. Recovered units move up but step losses mount from double demoralizations.

  • The Americans units from the northern base of the 40m hill assault the VG Lt Colonel forcing a HMG to flee. The Lt. Colonel holds out and the Americans flee as well.

  • The 49th's attack has stalled too. Early FoW rolls keep them from advancing, attacking or recovering, leaving them stranded outside the field and on the road to the town at 22/0608. The engineer battalion has fled into the woods to the northwest.

The Americans achieved the minor victory conditions and still have a major by holding both roads. The Germans have just partial control of both east-west roads.

10:00-11:00 Hourly Report

  • The engineer battalion, hit hard by the American fire, trys to recover the majority of units that fled. The one success they have, the assault in town 22/0809, they continue to try to push the Americans out. They score a step loss on an INF and demoralize others, but suffer disruptions, leaving the hex contested.

  • The 49th needs time to recover units that were disrupted and demoralized in the attack on the fields. Units on the road continue to fire on the town at 22/0608 and the northern edge of the field.

  • The Americans take advantage of the 49th trying to recover. American OBA scores two kills against the 49th. First, OBA hits a key stack of GREN's firing on the town 22/0608. They are lead by a veteran LT from the Russian Front and highly regarded by his troops. Shells hit right on his command, killing him and reducing a platoon nearby, others disrupt and demoralize. The second OBA hits the German Major leading the 49th, demoralizing and forcing him to flee.

  • A German Captain sees that American OBA has zeroed in on their exposed position orders the remaining GREN's and HMG's forward toward the town. German OBA helps by demoralizing the American Captain in the town. The GREN's get adjacent to the town but get hit by point blank fire. This demoralizes them, but it commits the American OP fire and the HMG's move up unmolested. The German Captain positions himself so that he can recover and active these units.

  • The German Stug's move north to try to support the assault on the town. American INF unit gives chase in an attempt to try to stop them.

  • The German Captain recovers the demoralized GREN's in front of the town 22/0608 and directs the HMG's to fire on the town. Some success is made with M's and M1's and subsequent disruptions and demoralizations. But early FoW rolls stop the 49th attack and the Americans DF disrupts and demoralizes more units.

  • To the south, the VG units don't activate with the early FoW's. Stuck on the 40m hill on board 25 the Americans demoralize several VG units.

The Americans still hold both roads with the Germans pressing the northern road.

** 11:00-12:00 ** Hourly Report

  • The German Stug's assault into the town 22/0709 scoring a step loss and demoralizing the American Captain and the reduced INF platoon. One Stug is demoralized in the attack and is forced to leave the assault in a later recovery attempt.

  • Seeing a lone Stug in the town, the chasing American LT and INF assault the tanks. The Stugs machineguns score a kill on the American INF, but bazooka teams maneuver to the flanks and rear of the Stug's and score a kill and disruption. Later the Americans pull out of the town after failed recovery attempts.

  • The northern part of the town is hit with German OBA and HMG fire, disrupting and demoralizing the American units. Cycle of damage and recover, the Americans continue to hold the town and have the American OBA and mortars to keep German GREN's from assaulting. But eventually the American LT holding the town is mortally wounded. More Germans units recover and stream toward the stranded Americans in the town.

  • To the south the VG attack was stopped by FoW rolls. The units are helpless as the northern attack gets priority. Many of the VG units are stuck disrupted and demoralized, but cannot recover. American DF fire continue to reduce the fighting ability. They are done for the battle.

  • The northern fight continues until American OBA and failed recoveries force the German GREN's to retreat. This leaves the town half in German control and half in American control. But this is just a postscript as time runs out for the Germans and the Americans still control half the road.

American wins a Major Victory

In final analysis, the Germans were able to accomplish more that the historical results. They made progress into the town and isolated the fields, but the VG units in the south got stuck with many recoveries and uncoordinated attacks. The Americans were beat up and the division will need rest and recovery. The final step loss was 33 for the Germans and 14 for the Americans.

As for the scenario, I liked it, but the balance does favor the Americans with large victory conditions and SSR rules to restrict the Germans. This could be a good learning scenario for a novice PG player and a veteran.

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A High Price Draw
Author Poor Yorek
Method Solo
Victor Draw
Play Date 2017-05-06
Language English
Scenario AaGI001

The US split into three 6xINF + 2xHMG groups (essentially: one group was -1 HMG +1 INF). One held the towns/road on B22; one held the crossroads and high ground of eastern B25; and a reserve group to the SW of B22. The German entry was prescribed.

This wasn't elegant from the German pov. The VG units on B25 simply tried to tie up the US units there without commitment. The goal was to threaten road control and thus prevent US B25 units from reinforcing B22.

The ENG's suffered heavily, but using the cover of the early darkness turns to approach, wedged a foothold into the eastern hamlets. The main GREN force, backed by STUGs stormed westwards along the road and to the south of the fields. Sort of human wave, Heer style.

The US drew a lot of blood, but eventually were themselves bled dry (or DM'd) away from the B22 E/W road.

End Result: a Draw with Heer holding the B22 E/W road, but the US collecting well over 20+ step losses.

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By the skin of one's teeth!
Author Grognard Gunny
Method Solo
Victor United States
Play Date 2024-06-05
Language English
Scenario AaGI001

This one started out to look like an easy one for the Germans but turned sour once the plan of attack was deciphered by the Americans. It immediately split into two almost symmetrical battles for the two roads. The Germans almost pulled it off but simply could not remove the Americans from the hills along the roads. The Americans, knowing that the Germans had to clear both roads to make any progress at all, simply held onto the high ground in and around the roads and picked off the overzealous Germans to get to the 20 steps needed for the victory. (Note: One of the pitfalls of playing solo is that there is no chance for a trick/feint move.... one can overcome any happenstance and THAT takes a lot out of the game.)

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