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 Merderet Crossing
Airborne - IE #11
(Defender) Germany vs United States (Attacker)
Formations Involved
Germany 1058th Grenadier Regiment
United States 82nd "All American" Airborne Division
Display
Balance:



Overall balance chart for AirI011
Total
Side 1 7
Draw 4
Side 2 2
Overall Rating, 13 votes
5
4
3
2
1
3.31
Scenario Rank: 557 of 940
Parent Game Airborne - IE
Historicity Historical
Date 1944-06-06
Start Time 03:00
Turn Count 55
Visibility Day
Counters 92
Net Morale 0
Net Initiative 1
Maps 1: 13
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 137
AAR Bounty 147
Total Plays 13
Total AARs 5
Battle Types
Bridge Control
Inflict Enemy Casualties
Road Control
Urban Assault
Paradrops
Conditions
Reinforcements
Scenario Requirements & Playability
Airborne - IE Base Game
Introduction

The 82nd Airborne Division's D-Day objectives included securing the Merderet River crossing at La Fiere. Holding the crossing meant keeping the Germans west of the river, denying easy access to the beachhead and holding the way open to cut the base of the Cotentin Peninsula. The division's three parachute regiments dropped on both sides of the river in the early hours of 6 June. Scattered by a poor drop, the troopers only slowly gathered in small groups. The race was between the small bands of paratroopers slowly finding each other and the Germans stirring as they realized the long-awaited invasion might actually be on.

Conclusion

The struggle for the river crossing continued all day as gathering paratroopers were pitted against German reinforcements. By the end of the day the Americans had a tenuous hold on the bridge, but had not cleared the surrounding hedgerows.


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
  • 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.

Display Order of Battle

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

Display Errata (9)

9 Errata Items
Scen 11

Leaders may enter with any reinforcements.

(Shad on 2010 Apr 29)
Scen 11

Visibility on turns 1 to 6 is one hex.

(Shad on 2010 Apr 29)
Scen 11

German 75mm in the northern reinforcement group is will be trapped on the edge of the map due to hedge terrain rules, barring extreme effort with another formation's wagons. I allowed this to enter the nearby road at 1101 so the unit could participate in a logical manner.

(triangular_cube on 2022 Nov 30)
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 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 (5)

There is even glider landings!
Author enrique
Method Solo
Victor Draw
Play Date 2011-10-27
Language English
Scenario AirI011

The game is very interesting. The American parachutists are scattered around the battlefield. The Germans come into the scenario from all parts. There are tanks, AT guns, armored cars, strongpoints, night, day, glider landings... The scenario simulates well the chaotic conditions of the battle. The key of the game is the control of hex 411. There is an enormous tension throughout the scenario, until the last turn. In the end the Germans are not able to control hex 411. Draw.

This scenario is practically identical to scenario 11 of the previous edition (AIRBORNE IE). The turns have been reduced from 55 to 30.

0 Comments
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Draining the Swamp
Author Schoenwulf
Method Solo
Victor Draw
Play Date 2020-09-19
Language English
Scenario AirI011

Battle: In the pre-dawn hours of June 6, 1944, units from the 82nd Airborne Division were tasked with securing the bridge over the Merderet River at LaFiere. The drop disbursed troops on both sides of the river, and they were trying to regroup in the darkness. Around 0400, German units from the 1058th Infantry Regiment spotted and exchanged fire with American units, who retreated until they could gather others. By 0500, the Americans had gathered at Cauquigny, but by 0530 German reinforcements moved in from both the west and north including a StuG IIIG platoon moving along the Rue de Moulin toward the town. A major confrontation occurred in the town and along the road SE of town, while the Germans had most of the surrounding area in their control limiting American reinforcement. By the time an American 57mm platoon arrived and weakened the StuG unit, a German S.35 platoon had arrived to take its place in the assault. The US continued to try to reinforce the beleaguered units in Cauquigny and were helped when one the the 57mm units eliminated the S.35 platoon about three hours later. The Americans eventually had to retreat to LaFiere, but the causeway wasn’t cleared for a German response until 1015. As the Germans advanced, they took heavy fire from the remaining US troops, and they lost the remainder of the StuG IIIG platoon to another 57mm attack. This pattern continued, as every German advance was met with heavy fire, although the Germans had finally taken out the American 57mm platoons. The Germans then entered LaFiere at 1400 hours and house-to-house fighting took place around the Manor for almost two hours until the Americans finally took total control of the town. They then moved a few hundred meters west from the town to secure the causeway entrance. At that point, both sides stood down.

Analysis: This is a 55-turn scenario supposes that allows reinforcement by both sides, although the Germans have a decided advantage in terms of both FP and number if they can hit their die rolls related to reinforcement addition. In this playthrough, they definitely did, as most of their units were in play by Turn 12, which came up rather quickly since there were 9 FOW rolls in the first 12 turns. This put the Germans in an extraordinarily strong position since full daylight visibility came up the next turn, and they had plenty with which to fire. With primary objective for either side being control of the bridge, the Germans can use their numerical superiority to push the Americans back. However, once the Americans coalesce and hold LaFiere, further advancement is difficult due to all the swampland that needs to be crossed by the attacker. In this playthrough the Americans left a small force (2 INF and the Brig. Gen.) on the dam up north to both prevent a pincer attack by the Germans and force them to advance through the wetlands. They eventually needed to move south and strengthen the town defenses with 15-20 turns remaining. The Germans ended up losing 40 steps to the Americans 19, and they did not control hex 0411, which was still being contested, so the match ended up as a draw. If the American position can be established in the town just west of the bridge, and they can hold the area to the east toward the bridge, they can win. But this is a tough chore if the German units build up quickly. The town adjacent to the bridge (LaFiere) is a powerful defensive position as attackers have to cross the wetlands to attack it.

0 Comments
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Exercise in organization
Author campsawyer
Method Solo
Victor Draw
Play Date 2010-01-01
Language English
Scenario AirI011

This scenario has two items that make this difficult, time and having to get your troops organized. Most of the scenario you will be trying to get the Americans rallied and up to strength and the Germans trying to get reinforcements on the board. The first one who does will most likely win, although I fought mine to a draw. The Germans were able to get there act together first and capture 0411 and the Americans could not get enough troops together to push them out.

I will say this was a bit frustrating as I played all the turns just to end in a official draw, but I would say that the Germans won a small victory by organizing first and denying the Americans the win.

0 Comments
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A dismal start for 82nd Airborne on D-Day
Author Brett Nicholson
Method Solo
Victor Germany
Play Date 2014-01-06
Language English
Scenario AirI011

This scenario looked promising for the Americans for the first 10 turns as the paras were able to quickly recover and organize from the intial drop before too many German reinforcements arrived. A lot of paras were also able to recover to full strength after taking up defensive postions but soon the floodgates opened with the German reinforcements around turn 20 and once again, even as defenders, the paras were easily overwhelmed by strength and numbers.

German units were able to brush right by the defenders and not only take hex 0411 but were also able to successfully dig-in there without any casualties or failed morale checks from opportunity fire. This objective hex for the Germans was never seriously threatened throughout the battle. Unfortunately this scenario started to drag on after halfway through 55 turns and I finished it before the conclusion of turn 44, as there was just one, lone American Major left, running and jumping through hedgerows frantically to evade capture, along with one 57mm AT gun and a Jeep unit. All other units and leaders were either eliminated or captured at this point.

The expected American reinforcements at 07:00/turn 17 were a double disappointment as only a 57mm AT gun and the Jeep survived the drop. The other 57mm, along with the 75mm (the only American indirect fire unit) and both steps of the PARA ENG units all perished. To make matters worse those step losses also reduced the American intiative significantly and the Germans would be able to get a lot more activations in before the paras could react.

I still give this one a "3" rating for my solo play as I really enjoyed the first half and towards the end I realized there were other options for the Americans than just waiting to be attacked. Possibly, since German units really do just start trickling in until about turn 13, a better strategy in hindsight maybe would have been to send half of the American forces into small attack groups to ambush German units as they entered the map instaed of just waiting for them to gather strength. Many times, at the three different entry areas, just one German unit would arrive, and could of been easily overwhelmed by a small band of paras. So I think I just played this one out without much imagination and could of perhaps at least had it end in a draw or even a rare American victory if I thought outside the box a bit more. I also believe that 55 turns is too long a time for this scenario to run and that 30 turns, like it is in the 'Airborne Remastered' scenario book is more appropriate.

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It was Murder.
Author GeneSteeler
Method Solo
Victor Germany
Play Date 2012-03-15
Language English
Scenario AirI011

THE BATTLE

A long battle with no OBA begins with the American force in tatters spread out throughout the map demoralised and mostly reduced. The Germans begin with a single Grenadier and some strongpoints on the map with the rest of their force beginning to arrive on turn 5. (You must roll individually for each unit each turn until it arrives.)

There are special rules for the Americans to recover their reduced units to full strength.

The scenario begins at night, so no units are within spotting range of one another.

Turn 1 – Americans roll lots of dice to rally. 2 leaders see the futility of the exercise and desert!

Turn 2&3 – Lots more rolling…

Turn 4 – A full strength Paratroop platoon explores a nearby strongpoint which is unoccupied.

Turn 5 – Tons more rolling as the Germans can now play the game. They roll the dice about 20 times and get one reinforcement in the west.

Turn 6 – more rolling

Turn 7/8/9 – Germans begin to arrive on all sides. The Americans lose their first reduced platoon as the German reinforcements in the west overpower them.

Turn 10 – The sun begins to rise (visibility 2). A big assault in the west sees two Para platoons reduced and their 2nd Lt KIA.

Turn 11 – Another unoccupied strongpoint discovered as the sun increases visibility.

Turn 12 – The StuG IIIG and S.35 appear. In the assault in the west both sides lose a step. In the north, some paratroopers unable to get to full strength are ambushed and eliminated. Casualties stand at 6-3.

Turn 13 – Sun is fully up and visibility is 12 hexes (if you could see that far through the hedgerows). Most German reinforcements have now arrived and the Americans have moved toward the objective. The StuG joins the assault and the Americans take heavy losses. Casualties at 9-3.

Turn 14 - German advance behind the Americans who the bulk of are now between the forces at the river and the reinforcements. Another strongpoint is cleared.

Turn 15 – Last of the German northern and western reinforcements appear and it looks very bad for the Americans who are greatly outnumbered. Another paratroop platoon is eliminated moving toward the lock. German assault gun joins the S.35 and armoured car for a combined attack versus the American forces.

Turn 16 – Germans force the Americans off the embankment with their superior firepower and begin to surround them.

Turn 17 – Some Para Engineers land, but their AT Guns are lost!

Turn 18 &19 – Americans are getting surrounded on both the east and west sides of the river. Some platoons on the east side still haven’t recovered to full strength!

Turn 20 – The American Colonel is captured by the German Armoured cars. The StuG is reduced in an assault but the Germans have the Brigadier General and his last platoons of men surrounded!

Turn 21 – The Br General loses two demoralised platoons as they are unable to flee and surrender.

Turn 22/23/24 – The Br General loses his last men and surrenders. In the east the German Armoured Car is eliminated as it is assaulted by two paratroop platoons.

With only 5 paratroop platoons remaining versus 20 German platoons the Americans give up. The Germans have cleared the east side of the river and are flocking to the west. It appears impossible for the Americans to “rid the east side of the river of German units”.

German Victory.

Aftermath

This is a bizarre scenario. In some ways it is interesting how the Americans recover their strength and the Germans enter in dribs and drabs. But there is an insane amount of dice rolling. Rolling for every American demoralised unit, every American reduced unit, every German every turn to see if it enters, FOW constantly as “formations” are out the window. In the end it just didn’t feel worth it.

There were just too many Germans. The Americans just don’t have enough men even with their “recover” ability. The only hope they really have is if the Germans roll poor on their reinforcements and the can somehow capture the river crossing and hold it against the tide of German forces. This didn’t happen in this play and the Americans just consistently lost too many men.

The 55 turn limit is ridiculous and even if the last 5 platoons could somehow make it to the river crossing and take it over, they would have still had to hold out 30 more turns against the Germans.

I’ve been playing through Airborne to try to finish the module, but I am convinced that most of the scenarios are ill-conceived. Also, the hedgerows are annoying. I prefer bigger and larger battles. To me, Airborne is the worst of the PG modules and I’m now shelving it (although I may need the counters for other modules). I advise any new players to stay away from this “Introductory Edition” and get Fall of France or Road to Berlin instead. To those of you that finished Airborne, I salute you. But I'm giving up on finishing this one. Besides, there are too many other modules that need plays and AARs. Airborne has enough already.

Scenario Rating: 2/5 – The scenario itself is a 3, but the consistent dice rolling just made it too tedious.

2 Comments
2012-03-16 06:57

Randy,

Agree with your comments about how generally poor this package is, and my average rating for the 7 scenarios I have played comes in at a whacking 1.71 !! Thats a lot lower than your average for Airborne even.

Whats worse is that it is advertised as an 'introductory' product, and yet, if anything, it could actually turn people off of exploring PG further.

I think the package might have benefitted from making the scenarios slightly larger (notwithstanding the badly edited scenarios)

2012-03-16 20:32

Vince, it's scary how often we agree ;)

I started with Airborne because of the introductory label and almost gave up on PG after trying the first couple scenarios. So, I wonder how popular PG would be today without this product. Maybe it would rival ASL :D

It's also scary that even at PG-HQ Airborne IE is second only to EF in number of plays. Combine that with the large user base here with only a few logged plays can only hint at the number of people who try airborne then give up on the system.

Thanks for your astute comment.

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