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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VII Corps Advances Again
Airborne - IE #19
(Defender) Germany vs United States (Attacker)
Formations Involved
Germany 709th Static Infantry Division
Germany 7th Sturmgeschütz Battalion
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 AirI019
Total
Side 1 10
Draw 0
Side 2 0
Overall Rating, 11 votes
5
4
3
2
1
2.36
Scenario Rank: 916 of 940
Parent Game Airborne - IE
Historicity Historical
Date 1944-06-09
Start Time 06:45
Turn Count 22
Visibility Day
Counters 81
Net Morale 0
Net Initiative 2
Maps 1: 13
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 126
AAR Bounty 153
Total Plays 10
Total AARs 4
Battle Types
Inflict Enemy Casualties
Road Control
Rural Assault
Conditions
Off-board Artillery
Reinforcements
Scenario Requirements & Playability
Airborne - IE Base Game
Introduction

The previous day's advance had not been terribly difficult except at the very end when the German defenses just beyond Grainville had stiffened. The early morning resumption of the attack was to be preceded by a heavy artillery bombardment and the advance continued to Cherbourg.

Conclusion

The Germans pounded the advancing Americans all along the line. To the east, the 8th Infantry Regiment was all but halted. The three battalions of the 82nd managed to advance a few hundred yards, but then came under such heavy fire that the lead units were forced to ground. The attack was to be continued that afternoon with additional artillery support, but the bombardment fell through and further operations that day were canceled.


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
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable

Display Order of Battle

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

Display Errata (4)

4 Errata Items
Scen 19

There aren't enough PARA CAPTs and 1st LTs in the counter mix to fill out this scenario. Remove the 2 CAPTs and 1 LT from the reinforcement group (official ruling). Unofficially, let the American player choose where to trim the OOB of leaders, as the official ruling really cuts into the reinforcement group.

(Shad on 2010 Apr 29)
Scen 19

There are not enough units to fulfil the OOB in the 'Airborne' counter mix; the Germans are short one HMG and the Americans less one PARA.

(Brett Nicholson on 2014 Feb 19)
Scen 19

Americans set up and reinforce from areas that are out of play. I followed the scenario instructions and allowed them to walk into the play area along direct routes.

(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)

Display AARs (4)

Variation of scenario 18
Author campsawyer
Method Solo
Victor Germany
Play Date 2010-01-01
Language English
Scenario AirI019

This scenario is very similar in victory conditions, setup and morale. Forces are slightly changed as well as the Germans having more OBA, but still has the Americans attacking and the Germans defending hex 0406. The number of turns has been cut in half to only 22 turns.

In my play the Americans advanced up the road toward the town at 0508 and the Germans are setup to defend this and hex 0406. The Germans move up to occupy 0406 and the surrounding hexes. They get dug in as the Americans start to engage. American OBA has some early effect, dislodging some of the digging Germans. Germans rely on Op fire and OBA to hit the Americans. The Americans move to flank the Germans from the north through the hedgerows. Several key assaults by the Americans get stalled and early FoW rolls speed the game up. In the end the Americans fail to get all the hexes cleared and the Germans win.

This scenario is good but is too similar to 18 to make it new and interesting. Of the two I would play this one as it is shorter than the 18, but has the same feel.

0 Comments
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Airborne Scen 19 Bad Situation Been there before
Author PatC
Method Solo
Victor Germany
Play Date 2011-02-17
Language English
Scenario AirI019

This is just a replay of Airborne scenario 8. The same boards in the same configuration. Despite being at a disadvantage the Allies captured the bridge at 1400 on a assault that eliminated two Axis steps. The Axis reenforcements had yet to make their presence felt. At 1415 the remaining two demorialzed Axis platoons routed away from their position on a failed recovery check. This left the Allies in total control of the bridge hex despite the fact that they had two platoons demorialized themselves. Over the next several turns the Axis attempted to recover and bring up reenforcements while peppering the Allies with 81mm and 20mm fire. Unfortuntally for the Allies their demorialized platoons never recovered until it was too late. Once the Axis were reorganized they assaulted the village and the newly dug foxhole position north of the village. Despite losing a step the Allies managed to drag out the assault till 1700 when they were finally eliminated. The leader escaped to the now recovered Allied platoons. With only 4 steps left to 9 inf plus the 81mm and 20mm for the Axis the Allies retired. The Allies never had a chance in this scenario. Despite doing as well as could be expected at the beginning they were just overwhelmed at the end. Had their two demorialize platoons recovered they may have had a shot. A very long shot.

0 Comments
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German OBA alone can easily win this one
Author Brett Nicholson
Method Solo
Victor Germany
Play Date 2014-02-18
Language English
Scenario AirI019

I really don't know how the American player could get through this one without taking 8 step losses and then there's still a lot of Germans to clear off the map to meet VCs. Also there is no chance for a draw as if both or neither players win, the Germans win. I think this one is about as broken as they come in 'Airborne'. In addition to the lack of leaders available for deployment there are not enough units in the counter mix for the OOB; the Germans will be short one HMG and the Americans less one PARA unit so further adjustments need to be made. Then there is the xx03 hex restriction for deployment and/or movement which makes zero sense. As for my play it was interesting enough to start with trying to manage a huge mass of American leaders and units in a very small deployment/entry area. Reinforcements had to stay off the map until room was made for them to enter for a few turns lest they became triple stacked and in range of German spotters for 3x16 increments of OBA. The American 81mm was the first American unit to get obliterated from a roll on the 55 column of the bombardment table and then, about every other turn, more American step losses quickly tallied up from rolls on the 42 column. The outcome was never in doubt even before setting this one up. The German victory was secured when the M4 Sherman unit perished engaging the dug-in StugIIIG, which was the only loss not generated from German OBA, topping American losses over 8 steps. The attack was called off at 09:45/turn 13 as there was no point in going on and no chance of reaching the American territorial VCs as there were still plenty of German units in the vicinity of hex 0406 and even the first line of defense was still holding out. I don't know why I chose to give this one a "2" rating but was very close to giving it my first "1". I think if the VCs were altered concerning American losses it would be a better scenario but otherwise I don't know how the Americans could endure 22 turns of German OBA alone without taking 8 step losses. The American objective is about the same as the scenario before it, "VII Corps Advances North" but with less than half the amount of time allowed to accomplish it.

0 Comments
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How to destroy an entire reinforced battalion without losses
Author Matt W
Method Solo
Victor Germany
Play Date 2010-11-26
Language English
Scenario AirI019

Sorry, I don't have any answers. The terrain is such that to be able to even see the Germans one has to get close. Once you fire at them or get into assault position they will see you and hit you with their strong artillery (maybe not as strong as yours but still very potent) and substantial infantry weaponry. You aren't going to stampede them since their morale is almost as good as yours and they even have armor support that is better than yours.

Frankly, this is a great example of a non-winnable situation for the Americans, much as they found out in real life (see the conlusion of the scenario writeup. The airborne were given goals that were simply not acheivable, completely in keeping with the immaturity of the American tactical knowledge at the time. So, a good simulation of what happened and a frustrating play as the six step losses can happen quite quickly. Of course, I have been playing a lot of east front battles so I am used to high loss levels. I just can't see how the US can dig out a strong German position in 5 1/2 hours without taking losses at a level to lose this one.

Again, I see the culprit in the victory conditions. I would suggest a road control victory condition, perhaps between the town at the east end of the bridge and 0803. This means that the troops would be able to be engaged sufficiently to incur losses and have a goal that is acheivable.

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