A Bad Mix Aachen 1944 #1 |
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(Attacker) Germany | vs | United States (Defender) |
Formations Involved | ||
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Germany | 12th Infantry Division | |
Germany | 246th Volksgrenadier Division | |
Germany | 49th Infantry Division | |
United States | 30th "Old Hickory" Infantry Division |
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Overall Rating, 5 votes |
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4.2
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Scenario Rank: 36 of 940 |
Parent Game | Aachen 1944 |
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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 |
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Inflict Enemy Casualties |
Road Control |
Urban Assault |
Conditions |
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Off-board Artillery |
Scenario Requirements & Playability | |
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Aachen 1944 | Base Game |
Cassino '44 | Counters |
Elsenborn Ridge | Maps + Counters |
Introduction |
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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 |
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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 |
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The additional counters needed from Cassino are 3 engineers and 1 HMG for the Germans. These can be substituted with counters from other games. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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4 Errata Items | |
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Scen 1 |
The Americans mortars are 81mm not 82mm stated in scenario OOB (campsawyer
on 2010 Dec 05)
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The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France. (plloyd1010
on 2015 Jul 31)
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The morale and combat modifiers of German Sergeant #1614 should be "0", not "8". (Shad
on 2010 Dec 15)
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The movement allowance on the counters in Airborne is misprinted. It should be "3." (rerathbun
on 2012 Jan 30)
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A very remakable win | ||||||||||||||
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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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0 Comments |
Hans, do I go first or do you... | ||||||||||||
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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
7:00-8:00 Hourly Report
The Americans control the roads and have start inflict step losses on the Germans8:00-9:00 Hourly Report
The Americans hold both roads and have inflicted 13 step losses.9:00-10:00 Hourly report
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 Americans still hold both roads with the Germans pressing the northern road.** 11:00-12:00 ** Hourly Report
American wins a Major VictoryIn 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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0 Comments |
A High Price Draw | ||||||||||||
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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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0 Comments |
By the skin of one's teeth! | ||||||||||||
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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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0 Comments |