Orange Hero Airborne - Remastered #6 |
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(Defender) Germany | vs | United States (Attacker) |
Formations Involved | ||
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Germany | 1058th Grenadier Regiment | |
Germany | 91st Air Landing Division | |
United States | 507th Parachute Infantry Regiment |
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Overall Rating, 5 votes |
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3
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Scenario Rank: 729 of 940 |
Parent Game | Airborne - Remastered |
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Historicity | Historical |
Date | 1944-06-06 |
Start Time | 06:15 |
Turn Count | 10 |
Visibility | Day |
Counters | 15 |
Net Morale | 0 |
Net Initiative | 2 |
Maps | 1: 13 |
Layout Dimensions | 43 x 28 cm 17 x 11 in |
Play Bounty | 140 |
AAR Bounty | 165 |
Total Plays | 5 |
Total AARs | 2 |
Battle Types |
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Urban Assault |
Conditions |
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Terrain Mods |
Scenario Requirements & Playability | |
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Airborne - Remastered | Base Game |
Elsenborn Ridge | Counters |
Introduction |
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Paratroopers of the 505th and 507th Parachute Regiments landed on both sides of the Merderet River in the early morning hours of D-Day. Planners believed the Merderet to be merely a small wandering stream, but pre-invasion photographs did not reveal the inundated ground on both banks for most of the river's length. As the paratroopers struggled to determine their positions and gain their objectives, the Germans began to stir. The first group to attempt to grab the La Fiere causeway was led by Capt. Floyd "Ben" Schwartzwalder, the future national champion head football coach at Syracuse University. |
Conclusion |
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Working their way through the unexpectedly sodden ground, the paratroopers soon ran into stiff resistance. Despite repeated attacks toward the La Fiere - Canquigny bridge, the Americans could not seize the objective. The paratroopers needed more men and soon got them. |
Additional Notes |
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Map is available in Airborne, Airborne-IE, Airborne remastered (print edition) or the Woods & Hill accessory. This scenario is completely playable with Airborne or Airborne-IE components. |
4 Errata Items | |
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The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France. (plloyd1010
on 2015 Jul 31)
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Strongpoints are single step units and can be eliminated with X results like any other single step unit. (Shad
on 2010 Dec 15)
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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)
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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)
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D-Day Commemorative Game | ||||||||||||
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I wanted to do something from one of the scenarios to commemorate the 70th anniversary, and having just gotten Elsenborn Ridge and the Airborne book, I found this 10-turn gem to put on the table during a quiet day at work. Leader draw was a mix, with a US 10-0-1 captain and a 7-0-0 LT facing a German 8-0-1 captain, and 8-1-0 and 9-2-1 lieutenants. The draw for the two German strongpoints was left random since this was a solo game, and an occupied 4-4 strongpoint was at the northernmost location, which became the target for assault by the US captain, the full and the reduced platoons, while the 7-0-0 LT took the other platoon around to attempt to get to the town and the second strongpoint. By turn 3, the US captain was stuck in a close combat with the first strongpoint, and the second was determined to be unoccupied, giving the lieutenant the chance to take the objective early. The Germans reacted quickly by getting the 9-2-1 lieutenant, the Engineer platoon and an HMG into close combat. For the rest of the game both US elements ended up locked in close combat, the late arriving paratroops joining in to little effect. In the town, both sides inflicted morale damage to the other side, but little else. The good 10-0-1 captain and his troops stayed in an attempt to take out the strongpoint. Right up to turn 8, neither side pulled ahead, until a Demoralized German platoon failed a morale check and fled. Even then the town was still occupied by troops from both sides, with another stack of German platoons waiting to add their weight. With the objective still uncontrolled by either side, and without having eliminated fully even one step of troops from either side, the game ended at the end of 8 turns in a draw. I don't think I have ever seen so many die rolls of 1 in assault combat before. A fun game, few units, and another great little scenario for learning the system. |
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0 Comments |
A tough nut to crack |
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This one is a bit of a challenge for the outmanned US. The US started down the road on a direct approach to hex 0412 but, German firepower quickly put an end to that avenue of approach. The US regrouped and moved around to attack the strongpoint in hex 0513 with part of its force while keeping the rest of the Germans occupied. The assault on the strongpoint was surprisingly very successful which led to the outflanking of the German defensive position. However, the Germans were able to react in time to prevent any further movement towards the 0412 objective hex and the scenario ended up in a series of fire fights. While the US won the fire fights they just could not close on the objective in time. At the end, the Germans had 1 step loss and three units demoralized but, the remainder of their force was holed up with the strongpoint in 0412. Just too much for the US to overcome. |
0 Comments |