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
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Holding the Lock
Airborne - Remastered #16
(Attacker) Germany vs United States (Defender)
Formations Involved
Germany 709th Static Infantry Division
Germany 919th Infantry Regiment
United States 101st "Screaming Eagles" Airborne Division
United States 501st Parachute Infantry Regiment
Display
Balance:



Overall balance chart for AirR016
Total
Side 1 0
Draw 0
Side 2 2
Overall Rating, 2 votes
5
4
3
2
1
3.5
Scenario Rank: --- of 940
Parent Game Airborne - Remastered
Historicity Historical
Date 1944-06-07
Start Time 16:00
Turn Count 12
Visibility Day
Counters 22
Net Morale 1
Net Initiative 0
Maps 1: 13
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 144
AAR Bounty 165
Total Plays 2
Total AARs 2
Battle Types
Bridge Control
Inflict Enemy Casualties
Rural Assault
Conditions
Hidden Units
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Airborne - Remastered Base Game
Elsenborn Ridge Counters
Introduction

Back at the La Bourquette Lock, the paratroopers of the 501st Parachute Regiment had been unable to move from their positions throughout the D-Day night and most of the second day due to heavy enemy fire. At 1500 in the afternoon of the 7th they observed a large force of Germans approaching their position from the northeast.

Conclusion

Intent only on escaping the American forces advancing off the beaches and surprised by the heavy fire, the Germans went to ground and fought halfheartedly. After exchanging fire for a few hours, the Germans began to surrender. If not for a particularly zealous leader, they would have given up more easily. In all, the paratroopers killed or captured 350 Germans.

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 Order of Battle

Germany Order of Battle
Heer
United States Order of Battle
Airborne
Army

Display Errata (1)

1 Errata Item
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)

Display AARs (2)

Exceptionally Quick Play
Author thomaso827
Method Solo
Victor United States
Play Date 2015-09-16
Language English
Scenario AirR016

This little scenario gives the Germans 7 infantry, 2 HMG and 2 Mortar platoons with 3 leaders to attack across a swamp against 7 steps of Paratroopers with an HMG, dug in on the edge of the swamp holding a bridge. The US may get OBA of 18 with the roll of a 5 or 6 at the start of each turn. Although the firepower is pretty low, the swamp gives an up 1 column shift to the firer, so even a down 1 for range gets balanced out in the right circumstances. The up 1 for dug in gets countered by the swamp, so shots at the US troops are generally at a 0 change. Shots by the US are generally up 1. The US may ask for German surrender at the beginning of a turn, and this is decided by rolling 2 dice, adding the number of demoralized units (not steps) and leaders to the roll, and comparing it to the highest leader morale. In this scenario, I pulled 3 Germans leaders, all with a 9 morale. The Germans initially fired the HMGs and mortars at the US from across the swamp, getting a disruption on the key US stack holding the bridge, where I had placed a US 10-2-1 Captain, the HMG and a single step Para, but no other damage. The US swapped out the disrupted single Para step for a good order Para in the Colonel's hex just to the north, probably a mistake on my part as the Captain immediately rolled and got the HMG back but the Colonel failed to regroup the Para infantry through the end of the game. The next turn, combination of Mortar and direct fire struck the Para HMG and reduced it, but the high US morale kept the single step going, and with the Germans in the middle of the swamp and having built up their stacks to 3 units to try for an assault, the US return fire coupled with a successful OBA shot left a bunch of demoralized German troops in the swamp. Lower German morale meant most of those troops were going to be heading back towards the dry land behind them. The Germans bogged down badly, with only the German Major on the north flank firing at the US center while the German Captain and LT both tried to regroup their stacks. The Captain failed and 2 of 3 platoons fled with him staying with them hoping to stop the panic and return this force to the fight. On turn 7, it looked like a good time to try to get the Germans to surrender, but a roll of 2, even with several units demoralized, meant the Germans would keep up the fight, and the US held on one more turn, thinking of stepping back into the bocage on the next turn if the Germans managed any advances, but another request for surrender at the start of turn 8 resulted in a collapse of the German force, as they came out of the swamp, hands up, weapons being dropped in the mud behind them. I had planned on the game being a good start to a slow day at work, and now I have time to set up and play a second one. Great little game for one of those days when you don't have much time but want to get in a good little fight.

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Cloning
Author Matt W
Method Solo
Victor United States
Play Date 2012-03-22
Language English
Scenario AirR016

This scenario is identical to Airborne IE #9.

The scenario calls for the Americans to protect a bridge from a large force of Germans. They need to hold the Germans away from the bridge for three hours. The Germans have enough forces to swarm the Americans and get to the bridge but if they take enough losses along the way they are liable to surrender. The Germans also have another liability in that they only have three leaders to proceed forward, losses of these leaders can have a huge effect as assault is critical to their success.

In this playing the Germans had lost one unit and one leader but had a great leader with a "10" morale which made the surrender roll hard to come by. The first roll ended up increasing the German initiative but then they took enough losses to lose that advantage and the second roll was a "9" leading to their surrender.

This was a very tense and intricate scenario from a micromanagement standpoint. Every single unit needs to be used carefully. Every advantage of terrain, and fire modifier needs to be counted. Leaders are critical. But the small force and the tactical advantage of the German force lend the scenario to a draw result in most cases. I give it a "3".

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