Hot Time at Übach Aachen 1944 #2 |
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(Defender) Germany | vs | United States (Attacker) |
Formations Involved | ||
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Germany | 183rd Volksgrenadier Division | |
United States | 117th Infantry Regiment | |
United States | 1st "Big Red One" Infantry Division | |
United States | 2nd "Hell on Wheels" Armored Division | |
United States | 30th "Old Hickory" Infantry Division | |
United States | Army |
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Overall Rating, 5 votes |
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3.6
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Scenario Rank: 331 of 940 |
Parent Game | Aachen 1944 |
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Historicity | Historical |
Date | 1944-10-04 |
Start Time | 07:00 |
Turn Count | 30 |
Visibility | Day |
Counters | 216 |
Net Morale | 1 |
Net Initiative | 2 |
Maps | 4: 10, 22, 23, 24 |
Layout Dimensions | 86 x 56 cm 34 x 22 in |
Play Bounty | 207 |
AAR Bounty | 159 |
Total Plays | 5 |
Total AARs | 3 |
Battle Types |
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Inflict Enemy Casualties |
Rural Assault |
Urban Assault |
Conditions |
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Entrenchments |
Off-board Artillery |
Reinforcements |
Severe Weather |
Terrain Mods |
Scenario Requirements & Playability | |
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Aachen 1944 | Base Game |
Battle of the Bulge | Maps + Counters |
Cassino '44 | Counters |
Elsenborn Ridge | Maps + Counters |
Introduction |
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The previous day's fighting had ended with a confused situation in the town of Übach. Opposing forces held adjacent houses, and tanks of the 2nd Armored Division were just outside town waiting to exploit any opening. That night, 30th Infantry Division was once again ordered to clear a path for a planned armored assault the next morning. |
Conclusion |
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For reasons lost to history, the Germans slipped out of Übach during the night. If the Americans thought that would make things easier they were wrong. Numerous German counterattacks (aided by fog that grounded US aircraft) slowed the American advance to a crawl. Near Palenberg things became so desperate that a Technical Sergeant had to assume command of his infantry company after all his superiors were wounded or killed. The attack there was only driven off after he called down artillery fire on his own position. Despite these problems, the Americans doggedly pushed on to the outskirts of Beggendorf. |
Additional Notes |
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AFV Rules Pertaining to this Scenario's Order of Battle |
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5 Errata Items | |
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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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Strongpoints are single step units and can be eliminated with X results like any other single step unit. (Shad
on 2010 Dec 15)
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The standard mix of strongpoints may be downloaded from Avalanche Press: http://www.avalanchepress.com/German_Strongpoints.php This is the standard mix found in Airborne, Airborne-IE, and Edelweiss Expanded. The strongpoint mix in Cassino '44 is different from that of other PG games. (plloyd1010
on 2012 Feb 01)
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Strongpoints are affected by the terrain in their hex just like any other unit.
Even though they can't move, they can attack using Assault Combat if an enemy unit moves into their hex.
They may not dig in or benefit from entrenchments.
(rerathbun
on 2014 Apr 21)
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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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Siegfried Line is a empty shell, huh... | ||||||||||||
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This is a monster scenario depicting the 117th Regiments of 30th Infantry Division attack on the Siegfried Line. There is over 200 counters in the battle, most are American as they have the 117th Regiment plus 2 combat commands of 2nd Armor as reinforcements. The Germans get quite a few GRENs, HMGs, entrenchments and strongpoints. Morale and imitative is on the American side but a good leader draw by the Germans can minimize this. OBA is evenly matched with five module each of 18 and 16 respectively. The keys to success for the Americans will be breaching the German entrenchments and strongpoints as well as taking town hexes. The Germans must defend three boards of towns, this will require a bit of a dispersed setup so the German forces will be divided, but they will have the advantage of holding the towns and setting up kill zones. Visibility will be an issue with it varying from 2 to 7 hexes throughout the game. In my play the Americans were able to get a Major victory, but not without a lot of blood shed. The final count was 93-73 for the Americans. Of these numbers 51 German steps were killed and 23 Americans. German OBA and mortars were deadly for disrupted and demoralized units. Americans were able to get assault teams of INF, ENG and/or AFV or HMGs to hit the entrenchments and dug in positions. American OBA was accurate on a couple of key shots to open the German lines up. A great scenario, but you will need to have a bit of time to play. In the solo play this took several days worth of play to complete. I would also recommend reading "Closing with the Enemy" by Michael D. Doubler while you play. This will give you the American tactics to breaking the Siegfried line, but luck of the dice will make a big difference. I would also recommend the M12 counter from Elsenborn be substituted for one of the M7 for a more historical play. The M12 was added to the 30th Infantry Division to handle bunker busting. The M7 can do it but the M12 give a better historical feel. Key points
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0 Comments |
Tough slog for the Ami's | ||||||||||||
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This 4 mapper has the 183rd VG Division facing parts of three American divisions. The US forces start on the board and have two waves of mostly armour reinforcements, the US have to push across the board taking towns and entrenchments they are both helped and hindered by the fog as it rolls in and out throughout the game, the fog gives cover but naturally there is no air support. The German units are dug in, have both strong-points and 4 STUGS platoons to assist in their defense. The US attack starts well and quickly takes the first few entrenchments but begins to bog down around the town on board 24, where accurate opportunity fire and OBDA begins to cause heavy casualties. The holding attack to the north also gets pushed rather rudely back and the German commander begins to switch units to reinforce the defense against the main US attack. The STUGS engage the numerous US M4's and although honours are fairly even in the tank battle for some reason the German rally quicker than their US counterparts this slows the US attack even more. After 4 hours of hard battle the Americans are still unable to break the German lines which have now contracted around the fields surrounding the town on board 10 (Beggendorf?). Although ground has been gained US losses are running at about double German losses and the final reinforcements are still no where to be seen. Sensing that the non arrival of the 3rd wave could be his "get out of jail card" as an excuse for the failure of his attack the US commander calls of the attack and order his tired units to dig in on the blood soaked ground. This is good solid PG fare. Looks tough at first play for the US but I'm sure a better led assult would do better. |
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0 Comments |
Slow start - Quick finish | ||||||||||||
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This one started slowly, but with the American reinforcements coming in the Germans were forced to retreat until there was little left to retreat to. Initial American efforts were to take the towns in the NW and SW boards. The SW towns were cleared by the initial American forces but were stopped in the NW towns along with fortifications on either side. The first American reinforcements solved that problem. The bulk of the 2nd American reinforcements were tasked with the taking of the town on the SE board. This was accomplished easily. With three boards cleared and the defensive line along the Ridge line between the West and East boards broken it was game over for the Germans. |
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0 Comments |