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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Hot Time at Übach
Aachen 1944 #2
(Defender) Germany vs United States (Attacker)
Formations Involved
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
Display
Balance:



Overall balance chart for AaGI002
Total
Side 1 2
Draw 0
Side 2 3
Overall Rating, 5 votes
5
4
3
2
1
3.6
Scenario Rank: 331 of 940
Parent Game Aachen 1944
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
Inflict Enemy Casualties
Rural Assault
Urban Assault
Conditions
Entrenchments
Off-board Artillery
Reinforcements
Severe Weather
Terrain Mods
Scenario Requirements & Playability
Aachen 1944 Base Game
Battle of the Bulge Maps + Counters
Cassino '44 Counters
Elsenborn Ridge Maps + Counters
Introduction

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

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
  • Can substitute strongpoints from APL website for Cassino version http://www.avalanchepress.com/images/2008/More_Strongpoints.pdf
  • Cassino counters 10 Strongpoints, 2 M10
  • Elsenborn counters 1 StugIIIG, 17 INF, 5 American HMGs, 5 M4, 1 40mm, 6 M4/76

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
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
  • Self-Propelled Artillery: 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).

Display Order of Battle

Germany Order of Battle
Heer
  • Mechanized
  • Misc
United States Order of Battle
Army
  • Motorized

Display Errata (5)

5 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 527

Strongpoints are single step units and can be eliminated with X results like any other single step unit.

(Shad on 2010 Dec 15)
Overall balance chart for 527

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)
Overall balance chart for 527 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)
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 (3)

Siegfried Line is a empty shell, huh...
Author campsawyer
Method Solo
Victor United States
Play Date 2010-12-29
Language English
Scenario AaGI002

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

  • M4/76 and StugIIIG duel. M4/76's had the first shots but missed, Stug's destroyed one M4/76 before assaulting INF tied the Stug up and the M4/76's could kill it.

  • M4 and StugIIIG duel. This battle was just the opposite, Stug opened fire but missed, 3 M4's pummel the Stug.

  • 117th Regiment scores quick captures of towns on board 22 and 24 but run into heavy fire from entrench/dugin line on board 24.

  • Combine American OBA and INF, ENG and HMG team clear a German GREN and HMG in two turns.

  • German OBA score many disruptions and demoralizations and follow up for either direct fire or mortars to score double demoralizations.

  • German LT. Col 10-1-2 holds dugin positions on the east-west road until American OBA scores a direct hit, killing a GREN and double demoralizing a reduced StugIIIg.

  • The American command struggle with recover as their leader draw has few with morale bonus and then all American leader casualties were leader with the morale bonus..

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Tough slog for the Ami's
Author waynebaumber
Method Solo
Victor Germany
Play Date 2016-04-26
Language English
Scenario AaGI002

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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Slow start - Quick finish
Author Grognard Gunny
Method Solo
Victor United States
Play Date 2024-08-01
Language English
Scenario AaGI002

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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