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!
VII Corps Advances North
Airborne - IE #18
(Defender) Germany vs United States (Attacker)
Formations Involved
Germany 709th Static Infantry Division
United States 325th Glider Infantry Regiment
United States 505th Parachute Infantry Regiment
United States 70th Tank Battalion
United States Army
Display
Balance:



Overall balance chart for AirI018
Total
Side 1 3
Draw 0
Side 2 6
Overall Rating, 10 votes
5
4
3
2
1
2.9
Scenario Rank: 790 of 940
Parent Game Airborne - IE
Historicity Historical
Date 1944-06-08
Start Time 08:15
Turn Count 53
Visibility Day
Counters 82
Net Morale 0
Net Initiative 3
Maps 1: 13
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 136
AAR Bounty 165
Total Plays 9
Total AARs 2
Battle Types
Rural Assault
Conditions
Off-board Artillery
Reinforcements
Scenario Requirements & Playability
Airborne - IE Base Game
Introduction

The beachhead had been secured. Now VIIth Corps had to expand it in three directions. Elements of the 82nd Airborne's 505th Parachute Infantry and 325th Glider Regiments made up the extreme left flank of the morning advance northwest toward Montebourg. The battered German 709th Infantry Division held the line, attempting to form a defense between the landing beaches and Cherbourg.

Conclusion

The Germans grudgingly gave ground, falling back almost two kilometers, but only after American tanks were brought forward near the end of the day. Beyond this point the German line was a far tougher proposition and would require a greater effort to break.


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).
  • 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

Display Order of Battle

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

Display Errata (9)

9 Errata Items
Scen 18

"No units may setup in or enter hexes ##12 or ##02". But the US setup specifies in hexes "in or adjacent to 1202". The setup instructions should have a parenthetical note at the end saying "(except as noted in setup instructions)." The units that are specifically allowed to setup in the otherwise prohibited hexes may do so, but may not re-enter those hexes once they move out of them.

(Shad on 2010 Apr 29)
Scen 18

Delete one reduced PARA platoon from the US reinforcements. Delete one PARA CAPT and one PARA 1st LT from the 505th's OOB. (counter-mix limitations)

(Shad on 2010 Apr 29)
Scen 18

The 70th Tank Battalion enters at Turn 45, 19:30.

(Shad on 2010 Apr 29)
Scen 18

American Morale: Tanks 8/7, all others 8/8 || American Initiative: 4 || American OBA: 2 x 16, 1 x 24

(campsawyer on 2010 Aug 25)
Scen 18

There is not enough space on the board for the Americans to set up even fully stacked at the beginning of the game. I had the 325th Glider Regiment start off board and enter on turn 1 so troops were not stacked 6 units deep in a hex.

(triangular_cube on 2022 Dec 04)
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 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)

Display AARs (2)

Good scenario just long...
Author campsawyer
Method Solo
Victor United States
Play Date 2010-01-01
Language English
Scenario AirI018

Another long scenario that will you waiting for time to pass to get reinforcements. The Americans start with a sizable force for the battle but once casualites start pushing them back you will find yourself stuck for troops. My initial attacks were rebuffed by the Germans and I had to wait for the reienforcements to make a second attempt. Eventually, the Americans captured the hex but it took the whole 55 turns.

0 Comments
You must be a registered member and logged-in to post a comment.
Another long day of fanatical resistance in hedgerow country
Author Brett Nicholson
Method Solo
Victor Germany
Play Date 2014-02-11
Language English
Scenario AirI018

From 08:15 to 21:15, just before dusk, combined American paras and glider troops, slugged it out with some determined German resistance in the hedgerows of Normandy. This time the Americans had a good deal of artillery support both on-board and off to help clear the way. The Germans were set up in three lines of defense with a few strongpoints to the rear, two of which were occupied. Very quickly the first line fell but the secondary line, containing the town in hex 0509, held out until the last two hours, just after American armored reinforcements arrived. The initial push north looked as if it would easily roll over German posts but American casualties mounted to 5 step losses at 13:00/turn 20 and the drive was stalled as one more step loss would give Germany a victory regardless of whether territorial objectives were taken. So American units dug-in all around postponing any assaults while relying on artillery and small arms DF to drive the defenders out until desperately needed tanks arrived. Of course the battle could not be won this way and the advance had to be continued by foot units. The Americans suffered their 6th step loss at 19:00/turn 44 and that sealed the German win.

However, the fight was far from over and there was now nothing holding the Americans back now as they made that last push, eliminating the second line along with taking the town and shaking out German units from the third line, driving them through the swamps. Of course it was all in vain and once the battle had ended the Germans still held control of 5 hexes within 3 hexes of 0408, making it a major victory all-around. However, all but one of those controlled hexes were occupied by units that had been dislodged from their original dug-in posts, chased out of the hedgerows and they were in horrible shape. No doubt that they wouldn't have held out much longer. Oddly enough the Americans never lost more than that 6th step by battle's end and perhaps had they pushed harder, earlier they would have at least achieved their territorial objectives but there is no possibilty of a draw for this scenario as it states if both or neither player wins, the German player wins. German losses were to the tune of 4 leaders, 19 steps of foot units along with almost all support units save one 81mm that managed to stay intact. I believe the scenario is decently balanced but will take a lot of patience for the American player and managing their time, which there is a lot of with this scenario running at 53 turns.

0 Comments
You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!
Page generated in 0.362 seconds.