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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The 30th Rolls
Aachen 1944 #4
(Defender) Germany vs United States (Attacker)
Formations Involved
Germany 49th Infantry Division
United States 30th "Old Hickory" Infantry Division
United States 743rd Tank Battalion
United States 823rd Tank Destroyer Battalion
Display
Balance:



Overall balance chart for AaGI004
Total
Side 1 0
Draw 1
Side 2 2
Overall Rating, 3 votes
5
4
3
2
1
4.33
Scenario Rank: --- of 940
Parent Game Aachen 1944
Historicity Historical
Date 1944-10-07
Start Time 09:30
Turn Count 16
Visibility Day
Counters 82
Net Morale 0
Net Initiative 1
Maps 2: 22, 24
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 158
AAR Bounty 171
Total Plays 3
Total AARs 1
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Terrain Mods
Scenario Requirements & Playability
Aachen 1944 Base Game
Cassino '44 Counters
Elsenborn Ridge Maps + Counters
Introduction

U.S. 30th Infantry Division was under a great deal of pressure from above to link-up with 1st Infantry Division and seal the gap in the defenses surrounding Aachen. On the previous day, the German 49th Infantry Division had tried and failed to retake Übach, suffering heavy losses. So, it was felt a good push early in the morning would send them reeling.

Conclusion

The good push sent the Germans reeling back almost two miles. At Alsdorf the German infantry had unaccountably left the safety of village to engage the Americans in the open fields to the north. It was a terrible idea, and they were decimated. A counterattack later in the day by the German 108th Tank Brigade finally halted the Americans, but it too proved costly when three of the four supporting King Tigers were lost.


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
  • Tank Destroyer: 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
United States Order of Battle
Army
  • Towed

Display Errata (2)

2 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 54

The movement allowance on the counters in Airborne is misprinted. It should be "3."

(rerathbun on 2012 Jan 30)

Display AARs (1)

30th rolls a little to far
Author campsawyer
Method Solo
Victor United States
Play Date 2011-01-01
Language English
Scenario AaGI004

At first look at this scenario is look a little unbalanced toward the Americans. They have a large battalion level force, reinforced with tanks and aircraft to attempt to overrun a smaller German force without tanks and only one AT gun to defend against the tanks. But there are several factors that can make the scenario balanced. First morale, both sides have the same morale, 8/6. This is big because it requires the Americans to overcome that full strength morale which is not easy. Second, leaders with a morale bonus. If the Germans get two or three of these leaders it will be a long day for the Americans. Third is setup. The Germans can setup in the town and the two ridges to the east and west. This gives them long fields of fire to hit the Americans before they and do damage to them. Finally, American confidence in their numbers. If the Americans try to "rule" the field with the tanks they could be punished for overly aggressive attacks. All of these factors came into play with the scenario for me.

Here is the brief synopsis of the play.

Setup - The Germans setup command in the town on board 24. The Major and two LT's setup with a potential AT, 75mm IG, 20mm AA, an HMG and three GREN's. This will be the focus of the defense. To the north and east, a LT digs in with two GRENs and an HMG and on the east ridge a LT is dugin with another potential AT Gun and a GREN holding the small town on the ridge. To the east the mortars are on the lightly wooded ridge so they can self-spot the road where the Americans are likely to advance. A GREN holds the north spur of the ridge. Reserves are positioned to support the east and west ridges controlled by the two German Captains.

The Americans setup in a two pronged advance one group moving down the woods and light woods on the west side of the boards. The second, a smaller reinforced company moving down the road with the M4's and M10's to provide fire support on the town and pin down the Germans on the east side of the town.

9:30-10:00 Americans move on boards and start their advance. P-47's bomb and strafe the light woods north-east of the town. The air attacks payoff with the double demoralization of a German GREN. German leaders start the German OBA at the advancing Americans generating morale checks but no results.

10:00-11:00 With the infantry moving up in the fields on board 22, the American M4's begin to advance on the light woods. This exposes the German 75mm AT in the town, but the long range fire misses the tanks. American OBA on the town is ineffective. With the exposure of the AT Gun the tanks move to the east side of the light woods. From here they can fire at the dug in Germans as well as threaten the east side of town. The German LT on the east ridge knows that his AT gun ruse is over (AT gun was exposed in the town) moves down the hill to advance on the positioning tanks. The American infantry move up to establish a firing line, hit by OP fire they take a step loss in the advance. German OBA and mortars fire on the line and disrupt and demoralize some infantry units. In the west the Americans move up under the cover of the woods nearing the edge of boards 22 and 24.

11:00-12:00 Seeing the advancing German GREN, the M4's use there mobility to move around them and capture the small town on the east ridge. Other M4's open fire on the dug in Germans in the light woods to support the infantry attack. The dug in Germans prove to be tougher to dislodge from there positions. The spot for the German OBA targeting the advancing Americans. American aircraft continue to attack the light woods but have limited effect due to the leadership of the German LT. The American tanks look to move around the Germans to get away from so pesky GRENs that kept trying to get close to assault. The move south of the light woods and east of the town, but spot a German weakness. The east side of town is lightly defended. A HMG covers the northeast of town but east and southeast are only defended by wagons. The Americans cannot refuse the chance to take the town and move M4's to destroy the wagons. But the Germans had moved their 75mm AT gun to the town center hex and it looked like the American tanks are positioned to destroy them. But the Germans pull units from the north side of town as the American infantry is still a turn or two aways from the town. The GREN's assault the M4's but the Panzerfaust teams fail to keep up with them. The assault is still successful by demoralizing both M4's. The Americans move up the other M4's and M10;s to help the hapless M4's in the town. But they soon become entangled with aggressive German LT's and GREN's. At this point the American commander is enraged by the lack of control by the tanks. American infantry changes its advance and sprints toward the town to try to take the open town hexes before the Germans can move back.

In the western woods the Americans assault the defending GREN's supporting the mortars. They easily defeat them and advance on the mortars. Seeing the advancing American the mortars abandon their hill positions and head toward the town.

12:00-1:00 American tanks are very lucky. All are engaged in assaults but only suffer disruptions and demoralizations. AT shots miss throwing away the German advantage. The tanks are able to extract themselves from the fighting and start to recover. American air-cover starts to take a toll on demoralized GRENs in the town. Two step are lost to the air attacks. To the north the American Captain takes control of two INF's and charges the north town hex. In an assault the wipe out the only resistance to the north while the Germans are preoccupied with the tanks in the south and east. But by the end of the hour the German AT and Panzerfaust teams find their targets and destroy three steps of American armor and leaves two platoons demoralized. In the west, the main American attack starts the assault on the town wiping out the 20mm AA gun and forcing the remaining German command back to the center of town. The Americans assault the town center as well as take a majority of the town hexes. At this point the American have a major victory and the German have no chance to recover.

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