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!
Battery Position at Holdy
Airborne - Remastered #10
(Defender) Germany vs United States (Attacker)
Formations Involved
Germany 709th Static Infantry Division
Germany 919th Infantry Regiment
United States 101st "Screaming Eagles" Airborne Division
United States 502nd Parachute Infantry Regiment
Display
Balance:



Overall balance chart for AirR010
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 2 votes
5
4
3
2
1
3.5
Scenario Rank: --- of 940
Parent Game Airborne - Remastered
Historicity Historical
Date 1944-06-06
Start Time 10:00
Turn Count 18
Visibility Day
Counters 25
Net Morale 0
Net Initiative 1
Maps 1: 33
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 147
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Inflict Enemy Casualties
Surprise Attack
Urban Assault
Conditions
Off-board Artillery
Reinforcements
Scenario Requirements & Playability
Airborne - Remastered Base Game
Elsenborn Ridge Counters
Fall of France 1 Maps
Introduction

Southwest of Utah Beach exits 1 and 2, a dug-in battery of four German guns protected by a squad of infantry menaced the landing zone. A weak company of German troops stood nearby in the town of Ste. Marie-du-Mont. As the scattered troops of the 506th Parachute Regiment slowly collected, ad hoc groups set out to take the regiment's D-Day objectives. The German battery stood high on the list.

Conclusion

The German garrison put up surprisingly tough resistance, but a steady stream of American reinforcements allowed the paratroopers to make repeated attacks. By early afternoon the guns had been captured and the town of Ste. du Mont taken. With the inland side of the beach exit cleared, the 4th "Ivy" Division could begin its advance inland.

Additional Notes

This scenario appears in Airborne/Airborne-IE and is playable with those counters, but not the map.


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
  • Towed
United States Order of Battle
Airborne
  • Foot
Army
  • Foot
  • Mechanized

Display Errata (3)

3 Errata Items
Overall balance chart for 2

Two 105mms (ID#s 1204, 1205) have "16-31" fire values in black (direct fire), when they should be in white (indirect fire).

(Shad on 2010 Dec 15)
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 54

The movement allowance on the counters in Airborne is misprinted. It should be "3."

(rerathbun on 2012 Jan 30)

Display AARs (1)

La batterie du Holdy redux
Author plloyd1010 (United States)
Method Face to Face
Victor United States
Participants WightTiger
Play Date 2014-03-02
Language English
Scenario AirR010

We decided to circle back and restart the 4th Infantry march. I had the Americans. We have restarted our character leaders. We used our anonymous leader counters to add some mystery to play.

Using board 33 makes it much easier for the Americans to sneak up on the Germans. The first group of paratroopers ducked behind the ridge to keep out of sight until the second group arrived. With the 2 groups ready the north group popped up on the ridge and drew OP fire from the town. The other group the rushed up next to the town. The north group got up next to the town, cutting of the German reinforcement group. The came down to 2 firefights at this point, the southwest group vs. the town garrison and the north group against the German reinforcement group.

A though the howitzer died early on, neither of us gain much advantage during the middle part of the game despite the amount of ammunition expended. The big change comes when the 4th arrives. The 4th ID troops attack the German reinforcement group from the side opposite of the paratroops. The Germans evaporate in the crossfire.

The exchange with the town has become very lopsided, but only a few turns are left. Concentrated fire from the Americans demoralize the Germans. The subsequent assault causes heavy casualties, but town is still not in American hands. The Germans are holding out with 1 reduced, demoralized grenadier. On the last activation of the last turn, the grenadier fails its recovery roll and vacates the town.

The Americans have won with no step losses. For some reason though, a para captain & lieutenant have deserted (compound moral failures). One German leader character has suffered a light wound. One of my leader characters has picked up a couple LPs.

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