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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Bardenberg or Bust
Aachen 1944 #6
(Attacker) Germany vs United States (Defender)
Formations Involved
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
Display
Balance:



Overall balance chart for AaGI006
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 1 vote
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Aachen 1944
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
Inflict Enemy Casualties
Meeting Engagement
Rescue
Road Control
Urban Assault
Conditions
Off-board Artillery
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Aachen 1944 Base Game
Cassino '44 Counters
Elsenborn Ridge Maps + Counters
Road to Berlin Counters
Introduction

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

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.


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
  • 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
  • Motorized
Schutzstaffel
  • Towed
United States Order of Battle
Army
  • Mechanized
  • Motorized

Display Errata (4)

4 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 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)
Overall balance chart for 54

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

(rerathbun on 2012 Jan 30)
Overall balance chart for 424

The reduced direct fire value of the SS HMG is 5-5 in Beyond Normandy and Road to Berlin.

(plloyd1010 on 2015 Jul 31)

Display AARs (1)

Fog of War was not on the Germans side
Author campsawyer
Method Solo
Victor United States
Play Date 2011-02-20
Language English
Scenario AaGI006

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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