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
Errors? Omissions? Report them!
Hunnish Horde
Aachen 1944 #10
(Attacker) Germany vs United States (Defender)
Formations Involved
Germany 3rd Panzergrenadier Division
Germany 506th Heavy Panzer Battalion
United States 1st "Big Red One" Infantry Division
United States 634th Tank Destroyer Battalion
Display
Balance:



Overall balance chart for AaGI010
Total
Side 1 1
Draw 0
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 1944-10-14
Start Time 11:00
Turn Count 26
Visibility Day
Counters 206
Net Morale 0
Net Initiative 2
Maps 4: 22, 23, 24, 25
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 205
AAR Bounty 159
Total Plays 3
Total AARs 3
Battle Types
Exit the Battle Area
Inflict Enemy Casualties
Road Control
Rural Assault
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Scenario Requirements & Playability
Aachen 1944 Base Game
Cassino '44 Counters
Elsenborn Ridge Maps + Counters
Road to Berlin Counters
Introduction

Third Panzergrenadier Division had spent the last two weeks resting and absorbing replacements, and was now rated as fit for limited offensive action. This made them the strongest formation in 7th Army, which ordered them to use all available resources to reach Aachen as soon as possible.

Conclusion

Gen. Model attacked late in the morning to achieve tactical surprise, and it worked. By 1300 two companies of the 16th Infantry Regiment had been overrun, and they radioed the situation was critical. But as was often the case just when the Germans were on the verge of success, massed American artillery fire and the arrival of American fighter bombers turned German thoughts from reaching Aachen to merely surviving.


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).
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.
  • Prime Movers: Transports which only transport towed units and/or leaders (May not carry personnel units). May or may not be armored (armored models are open-top). All are mechanized. (SB)
  • Unarmored Weapon Carriers: These are unarmored halftracks (Bufla and Sk7/2) or fully-tracked vehicles (Karl siege mortar) with mounted weapons. All are mechanized, except the BM-13 (Katyusha rocket launcher mounted on a truck). They are weapon units, not AFV's, so they are never efficient and cannot be activated by tank leaders. (SB)

Display Order of Battle

Germany Order of Battle
Heer
  • Motorized
  • Towed
Luftwaffe
  • Towed
United States Order of Battle
Army
  • Mechanized
  • 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 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(Shad on 2010 Dec 15)
Overall balance chart for 543

The SK 7/2 appearing in 1940: Fall of France is actually a SK 6/2, but misprinted by APL. Hence it should be unarmored in that game. The SK 7/2, which appears in other games is correctly printed with an armor of 0.

(plloyd1010 on 2022 Apr 28)
Overall balance chart for 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)
Overall balance chart for 51

One Wespe (ID# 1201) should have an armor value of 1 on the front and back of the counter.

(Shad on 2010 Dec 15)

Display AARs (3)

Genghis Would Have Been Proud
Author Retiredgrunt17
Method Solo
Victor Germany
Play Date 2018-03-08
Language English
Scenario AaGI010

This is a damage control scenario for the US. They are severely outnumbered and cannot hope to hold forward positions until their reinforcements arrive, as they are too few also. The US chose unwisely though, going for a forward defense to try and slow the Germans down until air and more OBA arrive later, with the small infantry and armor reinforcement. The Germans merely went around the strongpoints, allowing units behind the spearheads to engage them. The German tidal wave overwhelmed several US positions and were ready to meet the US reinforcements. The US units were badly mauled and could not hold the either east/west road. The Germans exited over 50steps and held both roads for the win.

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Large formations without luck or initiative
Author campsawyer
Method Solo
Victor United States
Play Date 2011-05-02
Language English
Scenario AaGI010

This is the largest of the Aachen scenarios, a massive German presence, 45 Grens, 13 HMG's, Stugs and Tigers too. The Americans have a large amount too but are over shadowed by the German division sized formation. The Americans get reinforcements of OBA and aircraft halfway through and this can be very bad for the Germans. But the worse problem in my game was the Fog of War. Starting on turn 9 the average number of activations was 18 per turn compared to the need for 36 to 40 to move all the German units. This paralyzed 1/3 of the German units and caused the German attack to stall. This allowed the American reinforcements to arrive with the German units only halfway across the board. American artillery and aircraft then took control destroying 14 German steps with OBA factors of 42,42 and 36.

To the Germans credit they were able to clear the road for 1 and 1/2 boards but by the time they reached this point there was a string of disrupted and demoralized units struggling to regain good order. German Tigers were able to capture a town but it was too little to late. The Americans win a Major victory. In playing this one I recorded the unit kills to see what the spread of losses were. Most were by OBA 42 steps, direct fire was next with 18, assaults 15, double demoralized 8 and aircraft 5, bombardment 2.

The scenario was a good one, if you are looking for a large scenario. I believe the victory conditions are well balanced and historical. In my play the FoW rolls shortened the game and gave the Americans the win. It would be an interesting one to play if FoW is not as big a factor.

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Reinforcements? Who needs them
Author waynebaumber
Method Solo
Victor United States
Play Date 2018-09-21
Language English
Scenario AaGI010

This big scenario has a large German combined arms assault force try to push through a smaller American force to clear roads and exit the map towards the besieged city of Aachan. As most PG vets will no clearing roads is one of the harder VC's to obtain and this with the US OBDA and to a lesser extent air power make this scenario a very difficult one for the Germans to win. Aware of this I decided to just try and go for a minor victory for the Germans by trying to clear just one road and exiting 35 steps, it was almost certain that the US force would take enough steps to meet their minor victory conditions but I thought a tie would at least be a good result for the Germans. I sent one force of German GREN mounted on Half tracks and STUG to flank the main US forces and begin to exit units asap, the main thrust went down the Northern road while a much smaller road went along the southern road to pin US forces. Initially the attack went well despite losing the German CO to a stray US shell on GT3, US forces were pushed back and casualties were about even at this stage, a US TD ambush on the leading Tiger II platoon failed miserably and led to the compete destruction of the 634th Tank destroyer Battalion. After two hours of battled the acting German commander was feeling quietly confident, funnily so was the US commander who had managed to conduct a reasonable good fighting withdrawal and had managed to reinforce the threatened northern sector with units facing the southern German thrust. He also knew he had reinforcements on the way, air support and increased artillery support promised to him. By now German units had reached the MLR of the American forces and were getting bogged down in assaults against dug in and determined US INF & MG. Although the promised reinforcements failed to arrive for the Amercians (GT 9 onward requiring a 5 or 6 to arrive these laggards eventually arrived on GT 23)the increased artillery support was slowing the German advance to a crawl and units went to ground (ie Dis or Dem results) after being shelled. With the main thrust stymied the German commander looked to the southern diversionary attack to succeed in clearing that road but to no avail as the US OBDA just switched targets to stall that move. When the US reinforcements finally arrived it was obvious that the German attack had failed and orders were given to withdraw back to the start line. Very tough on for the Germans to win however great fun in trying to manoeuvre such a large force without any logjams. This is my sort of scenario big and meaty and with different problems for both sides. The US player has to maintain a force while under extreme pressure from the German units and hope his artillery will do the job for him. In retrospect the German units which exited early would have been more use staying on the board though i'm not sure they would have swung the game. Highly recommended if you like the bigger scenarios and are not overly concerned who wins.

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