Bardenberg or Bust Aachen 1944 #6 |
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(Attacker) Germany | vs | United States (Defender) |
Formations Involved | ||
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Germany | 108th Panzer Brigade | |
Germany | 116th Panzer Division | |
Germany | 1st Separate SS Battalion | |
Germany | 246th Volksgrenadier Division | |
Germany | 506th Heavy Panzer Battalion | |
Germany | 902nd Sturmgeschultz Brigade | |
United States | 30th "Old Hickory" Infantry Division | |
United States | 743rd Tank Battalion | |
United States | 823rd Tank Destroyer Battalion |
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Overall Rating, 1 vote |
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4
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Scenario Rank: --- of 940 |
Parent Game | Aachen 1944 |
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Historicity | Historical |
Date | 1944-10-11 |
Start Time | 06:15 |
Turn Count | 30 |
Visibility | Day |
Counters | 191 |
Net Morale | 0 |
Net Initiative | 2 |
Maps | 4: 22, 23, 24, 25 |
Layout Dimensions | 86 x 56 cm 34 x 22 in |
Play Bounty | 203 |
AAR Bounty | 171 |
Total Plays | 1 |
Total AARs | 1 |
Battle Types |
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Inflict Enemy Casualties |
Meeting Engagement |
Rescue |
Road Control |
Urban Assault |
Conditions |
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Off-board Artillery |
Reinforcements |
Terrain Mods |
Scenario Requirements & Playability | |
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Aachen 1944 | Base Game |
Cassino '44 | Counters |
Elsenborn Ridge | Maps + Counters |
Road to Berlin | Counters |
Introduction |
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The Germans formed a powerful kampfgruppe to reach the men still holding out in encircled Bardenberg. The entire situation in the area was unclear as German die-hards were hunkered down in places the Americans had supposedly already secured. All that was for certain is the route into Bardenberg had to be reopened to relieve the pressure on Aachen. |
Conclusion |
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In vicious fighting, the Germans managed to work their way into Wurselen and rescue a company of engineers who had been holding out in the train station there. Then the fighting turned serious as the Germans attempted to leave the village and attack northward toward Bardenburg. A Panzer Grenadier battalion commander leading the attack was killed, with two of his company commanders seriously wounded and only 20 grenadiers coming through unscathed. Needless to say the attack stalled, and try as they might the Germans never regained the momentum. It didn't really matter because shortly the last of the panzer grenadiers hanging on at Bardenberg would be lost. Then to make matters worse, Obersturmfurher Herbert Rink (who was to move in behind the attack and lead his 1st SS Battalion into Aachen) disregarded his orders and attacked. He lost almost half his men as a result, but he did eventually did lead what was left of his battalion into Aachen and was present when it fell. He refused to surrender and successfully evaded capture to reach German lines. Once there he provided a detailed description of the city's final moments to his superiors. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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4 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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All SPW 251s have an armor value of 0. (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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The reduced direct fire value of the SS HMG is 5-5 in Beyond Normandy and Road to Berlin. (plloyd1010
on 2015 Jul 31)
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Fog of War was not on the Germans side | ||||||||||||
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This is an interesting scenario for a few reasons. First, the Germans need to send a relief force to rescue two stranded companies holding on in two towns. Second, the Germans get quite a mix of troops for the relief columns. Tiger II, Panthers, Stug's, Volksgrenadiers and SS troops. So if you are looking to command a wide variety of German troops in a scenario this is the one. From the point of the scenario, it feels well balanced even though the Germans have quite a bit more troops than the Americans. The reason for this is that the Americans have slightly better morale than the Germans. The VG's and the SS both have a 1 point less morale and seeing that they make up the majority of the German troops this will make it tough to rally troops. The Americans are also on the defensive, even though they must reduce the strained German companies. I find American forces on the defensive in towns, hills and woods are very tough on attacking German troops. So for my play, it was a solo effort played over a weekend. The game went fast as every turn ended with a FoW roll some very short, only 4 or 5 rounds or longer between 10 and 20 rounds. This may seem long but for the volumne of German troops you will need 20 to 30 rounds to get them all moving. This is the biggest reason for the German loss. They just could not get all their troops moving. To start the German relief force moved onto board 22, to try to capture the shortest east-west road to satisfy there VC's. But the American company defending the towns on board 22 had other thoughts. They put up a stiff fight against the attacking Volksgrenadiers, disrupting and demoralizing them. Only after Tiger II's rolled up point blank fire into the towns did the Americans start to break. Even then it took most of the game to defeat the Americans in the towns. In the meantime, flanking forces north and south of the towns moved around the Americans and headed for board 23. These forces were able to make it around to the south and capture the southern side of 23 with the road and the hill. Halftrack mounted infantry raced passed the American defenses in the town 23/906,907,1006,1007,1106 but one halftrack is hit by American OP fire and destroyed but the others press on to the town 23/404,405,505. By this point the Germans in that town are destroyed, but the Germans must take the towns on board 23 to gain another VC. The northern group advance to the town 23/1106 but are drawn off by Americans in the light woods in 23/1003,1102,1103 and the Germans are forced to defeat them before moving against the town. The Americans also hit the northern group by long range AA fire and mortars slowing them even more. The SS advance on to board 25, but due to FoW rolls and the VG's and regular army getting the priority in the south, don't move very far. They engage the American outposts and capture the crossroads but can't get moving passed that. In the end the Germans are able to put a push on the towns on board 23 but fail to take all the hexes the Americans still hold on with reinforcing M4's and several reduce platoons. Several points help the Americans, one was an American Major that refused to give up the 20m hill on board 23. He held this position against a reinforced German company and repeated German OBA. After several assaults including Stug's he and the remaining troops fled back to the town. Single handed control of the hill kept the Germans from assaulting the town and getting more troops to town 23/404,405,505. I gave this a 4 more from my play than the balance and play. With every turn ending with FoW this I felt that this was not played to its full potential. |
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