Georgia On My Mind Airborne - Remastered #14 |
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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 | 4th "Ivy" Infantry Division | |
United States | 8th "Fighting Eagles" Infantry Regiment | |
United States | Army |
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Overall Rating, 4 votes |
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3.25
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Scenario Rank: --- of 940 |
Parent Game | Airborne - Remastered |
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Historicity | Historical |
Date | 1944-06-07 |
Start Time | 08:45 |
Turn Count | 11 |
Visibility | Day |
Counters | 33 |
Net Morale | 1 |
Net Initiative | 3 |
Maps | 1: 13 |
Layout Dimensions | 43 x 28 cm 17 x 11 in |
Play Bounty | 146 |
AAR Bounty | 165 |
Total Plays | 3 |
Total AARs | 2 |
Battle Types |
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Inflict Enemy Casualties |
Urban Assault |
Conditions |
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Hidden Units |
Off-board Artillery |
Terrain Mods |
Scenario Requirements & Playability | |
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Airborne - Remastered | Base Game |
Elsenborn Ridge | Counters |
Introduction |
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The morning of D+1 found the 4th Infantry Division's assault units still not in touch with the main elements of the two airborne divisions. The 8th Infantry Regiment attacked to the west early in the morning. The defenders of the village of Torqueville were Georgians of the 795th Ost Battalion, and not terribly eager to die for the glory of the Fatherland. |
Conclusion |
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The Georgians in German service had earlier in the day captured the 4th Division G-1 and his sergeant driver. The sergeant was the son of Soviet immigrants and quickly talked 75 of the "German" soldiers into surrendering. The rest fought with some resolve initially, but eventually surrendered, along with their German officers. |
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-IE and is playable with those components. |
1 Errata Item | |
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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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A Win is Win | ||||||||||||
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An Ost battlion holds the town in hex 0604. Elements of the US 4th Infantry have 2 infantry companies to take it. Germans set up within 2 hexes of the town, and with lots of bocage and nother town in that area, setup allows for at least a down 1 on everything. The US enter start at hex 1202 and adjacent, so I started the Major there, with an infantry and HMG, the CPT adjacent in 1203 with the same sort of troops, and the two LTs each with 2 infantry. The force split up into 2 elements to circle north and south of the target town. Taking a chance, the Major leaves himself exposed to fire from the target town and gets his HMG platoon disrupted but this also exposes the German occupants to OBA fire. With a total of 56 points of OBA, even the -2 terrain of the town wouldn't stop well aimed fire, but the OBA was anything but well aimed, causing temporary disruptions for a few turns until a fleeing German infantry enters town and runs the terrain effect to a -1 and the OBA effect up to the 55 column, which starts to have effect. In the meantime, the leading LT loses one platoon that gets demoralized and flees while he continues on to try to flank the Germans to the northwest. The Major stands against adjacent fire for several turns but ends up fleeing with 2 reduced platoons in hopes of bringing them back into play. The other LT succeeds in moving into assault with the German 50mm AT gun and a reduced infantry platoon and elminates or routes all the defenders. The US CPT has lead his force up to the south edge of the target town, shrugging off fire from all around, and succeeds in taking the town in the last 2 turns, eliminating the 2 German infantry defenders over the 2 turns. At first glance, it looks like a US win, but the Germans still have undemoralized troops all around and well within the 5-hex distance, so the US asks for and recieves the German surrender. Down to the wire! Great little game. |
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0 Comments |
I give up | ||||||||||||
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This is a short scenario. No, really short. The goal of both the Germans and the Americans is to force a German surrender. The likelihood of surrender is greater than 50% on the first turn and grows as the Americans cause losses. The only thing that will decrease the chances of surrender is to ask for it and have it declined. Interestingly the better the Germans leaders from a morale standpoint, the more likely a surrender becomes. In this case I had a captain with a "10" morale. The way the surrender rule works is you roll a 2d6 and add the German initiative and subtract any lost or demoralized units. If the resulting number is less than the morale of the highest ranking leader (captains) then the Germans surrender. At the start this calls for a +2, compared to my leader of 10 morale. Because I had pulled all the units out to play this one I decided not to ask for a surrender on the first turn. I hit a group of Germans who were in sight with OBA and one unit was demoralized. So, on the second turn I asked for a surrender and rolled a 6, plus two, minus one. The result was a seven and all the guys in feldgrau gave up. Scenario over. As a solo study of an innovative rule I can recommend this. As a game situation it is not really worth the time to set it up. I give it a "2" for the surrender rule. As a playing scenario I would give it a "1". |
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0 Comments |