Panzer Grenadier Battles on October 31st:
Go for Broke 2 #6 - Ciorland Red & White #20 - Northern Pincer
Go for Broke 3 #6 - Ciorland Leyte '44 #9 - Drive for Carigara
Go for Broke #6 - Ciorland
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Second Try
Airborne - Remastered #8
(Defender) Germany vs United States (Attacker)
Formations Involved
Germany 709th Static Infantry Division
United States 101st "Screaming Eagles" Airborne Division
United States 501st Parachute Infantry Regiment
Display
Balance:



Overall balance chart for AirR008
Total
Side 1 1
Draw 0
Side 2 1
Overall Rating, 2 votes
5
4
3
2
1
4.5
Scenario Rank: --- of 939
Parent Game Airborne - Remastered
Historicity Historical
Date 1944-06-06
Start Time 08:30
Turn Count 24
Visibility Day
Counters 82
Net Morale 0
Net Initiative 1
Maps 1: 13
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 159
AAR Bounty 166
Total Plays 2
Total AARs 1
Battle Types
Bridge Control
Urban Assault
Conditions
Off-board Artillery
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Airborne - Remastered Base Game
Battle of the Bulge Counters
Elsenborn Ridge Counters
Introduction

Though his division fought very well on D-Day despite its scattered landings, Gen. Taylor remained concerned that his troops failed to blow up or even attack the road and railroad bridges across the Douve River north of Carentan. Although the lock at La Bourquette and the two wooden bridges to the east were in American hands, the German-held highway bridge was an open door to Utah Beach's southern flank. Taylor ordered the 506th Parachute Infantry Regiment to attack.

Conclusion

German resistance halted the advance before the paratroopers even reached St. Come-du-Mont. The fighting raged all morning around the hamlet of Les Droueriers and ended with the withdrawal of the American force.

Additional Notes

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.


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
  • APC – Armored Personnel Carrier: These are Combat Units, but stack like Transports. They can transport personnel units or towed units. They are not counted as combat units for the +1 stacking modifier on the Direct Fire and Bombardment Tables (4.4). They may be activated by regular leaders and tank leaders (1.2, 3.34, 4.3, 5.43). They do not provide the +1 Assault bonus (ACC).

Display Order of Battle

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

Display Errata (2)

2 Errata Items
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 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)

Display AARs (1)

A bridge too far
Author Daedalus
Method Solo
Victor Germany
Play Date 2022-07-15
Language English
Scenario AirR008

This one started. out very well for the Paras. They were able to cross the river in the east and set up a good defensive position that was not threatened the rest of the scenario. Initial contact with the Germans was quite successful. Using a combined arms attack of tanks and infantry the paras were able to shatter the forces defending to the north of the river. A combination of DF attacks followed by Assaults worked very well. These actions, however, took time and before the paras could get to the bridge the Germans had received their reinforcements. Th paras were able to set up a good position and were able to continually feed fresh troops into the fight for the bridge/town but, the German defenders were just too resilient. The paras eventually got their armor into the town but, during the next assault the Germans caused a 3 step reduction to the paras. That took the offensive power out of them and forced a withdrawal. The Germans employed the PZ IV, and engineer and a rifle platoon in the town making it a very strong position.

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