Defiant Russians Airborne - Remastered #7 |
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(Defender) Germany | vs | United States (Attacker) |
Formations Involved | ||
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Germany | 709th Static Infantry Division | |
Germany | 795th Infantry (Georgian) Battalion | |
United States | 101st "Screaming Eagles" Airborne Division | |
United States | 501st Parachute Infantry Regiment | |
United States | Army |
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Overall Rating, 4 votes |
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3.5
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Scenario Rank: --- of 940 |
Parent Game | Airborne - Remastered |
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Historicity | Historical |
Date | 1944-06-06 |
Start Time | 08:30 |
Turn Count | 16 |
Visibility | Day |
Counters | 11 |
Net Morale | 1 |
Net Initiative | 1 |
Maps | 1: 13 |
Layout Dimensions | 43 x 28 cm 17 x 11 in |
Play Bounty | 141 |
AAR Bounty | 165 |
Total Plays | 4 |
Total AARs | 2 |
Battle Types |
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Urban Assault |
Conditions |
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Reinforcements |
Terrain Mods |
Scenario Requirements & Playability | |
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Airborne - Remastered | Base Game |
Elsenborn Ridge | Counters |
Introduction |
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In the first daylight hours of the 6th of June, Maj. Gen. Maxwell Taylor knew little of his division's whereabouts and had only a few men under his command. Regardless of the small number of troops he knew the designated objectives had to be taken. Accordingly at 0600 Lt. Col. Julian Ewell set out for the southernmost Utah Beach exit, his mission to secure the western end of the causeway at the village of Pouppeville. |
Conclusion |
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Ewell's platoon fought its way into the center of town by noon. At this point the Germans, most of whom were Russian "volunteers," surrendered. Ewell's force suffered 6 killed and 12 wounded out of approximately 60, but killed or captured 63 "Germans." The 709th Division included a number of "East" battalions made up of conscripted Soviet citizens (many of them former prisoners of war) who now took the opportunity to escape the Nazis. |
Additional Notes |
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Map is available in Airborne, Airborne-IE, Airborne remastered (print edition) or the Woods & Hill accessory. Board 13 is also known as board 0201. This scenario appears in Airborne/Airborne-IE and is playable with those components. |
3 Errata Items | |
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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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Against all odds | ||||||||||||
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This extremely small scenario (only 11 counters total) didn't go as anticipated. The US paras start on thr east edge of board 13 and need to take and hold the town hex in 0412 in 16 turns. It took 3 turns to walk down the road to engage the casemate in hex 0409 and finding it unoccupied - those Germans that are to start there randomly from turn 9 on must have been hunkering down really well. The US colonel and the PMG set up in the town at 0509 and gave effective covering fire towards the target hex while the Captain and an airborne infantry platoon moved down the causway to assault. This is where things went badly. The long range fire from the PMG disrupted the German infantry and certainly slowed things down, but then the Germans return fire disrupted the Airborne troops. The Germans recovered quickly and demoralized the airborne troops, who also recovered but not quickly enough. The US colonel and PMGs moved down the causway and into assault just in time for the Germans to get really lucky, killing the colonel, reducing the PMGs and keeping the airborne infantry disrupted. The next turn the Germans finished off the PMGs and took a step from the US paras, and finally the German reinforcements got up the courage to move down the causway and get into the action. The US captain failed a recovery from demoralized and fled into the swamp while the single step of infantry wavered but remained disrupted and contesting the town hex. The German captain and one infantry platoon chased the US Captain and killed or captured him but the US troops in the target hex kept the Germans from taking the town and were still there, disrupted but not demoralized, at the end of the game. A nail biter for such a small game. |
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0 Comments |
A Walk in the Sun | ||||||||||||
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The Paras took an hour to get set up and approached the strongpoint in 0409 by moving cross country, entering the town in 0509 to provide cover for their approach. The strongpoint (FP4) fired opportunity fire but to no effect. The Paras then assaulted the strongpoint and in a fight that lasted almost an hour the strongpoint finally succumbed to the Americans. The second phase, the assault on 0412 was a bit more tricky. There was nothing to do but to move down the trail and take the opportunity fire from the awaiting defenders. The first move down the trail was uneventful. The second move saw the Americans attempting to close on the position and the opportunity fire was very effective causing a step loss to the Paras. The Paras came through the resulting morale checks in good shape and 15 mins later, they assaulted the strongpoint in 0412. The strongpoint was unoccupied and this helped the Paras out immensely. It only took 30 mins to clear the objective and demoralize the defenders. |
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0 Comments |