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!
VII Corps Advances Again
Airborne - Remastered #21
(Defender) Germany vs United States (Attacker)
Formations Involved
Germany 709th Static Infantry Division
Germany 7th Sturmgeschütz Battalion
United States 325th Glider Infantry Regiment
United States 505th Parachute Infantry Regiment
United States 70th Tank Battalion
United States 82nd "All American" Airborne Division
United States Army
Display
Balance:



Overall balance chart for AirR021
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Airborne - Remastered
Historicity Historical
Date 1944-06-09
Start Time 06:45
Turn Count 22
Visibility Day
Counters 81
Net Morale 0
Net Initiative 2
Maps 1: 13
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 164
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Inflict Enemy Casualties
Road Control
Rural Assault
Conditions
Off-board Artillery
Reinforcements
Scenario Requirements & Playability
Airborne - Remastered Base Game
Battle of the Bulge Counters
Elsenborn Ridge Counters
Introduction

The previous day's advance had not been terribly difficult except at the very end when the German defenses just beyond Grainville had stiffened. The early morning resumption of the attack was to be preceded by a heavy artillery bombardment and the advance continued toward Cherbourg.

Conclusion

The Germans pounded the advancing Americans all along the line. To the east, the shelling all but halted the 8th Infantry Regiment. The three battalions of the 82nd managed to advance a few hundred yards, but then came under such heavy fire that the lead units were forced to ground. The plan called for renewed attacks that afternoon with additional artillery support, but the bombardment fell through and the commanders called off further operations that day.

Additional Notes

Map is available in Airborne, Airborne-IE, Airborne Remastered (print edition) or the Woods & Hills accessory.


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
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable

Display Order of Battle

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

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 (1)

Stopped Cold
Author thomaso827
Method Solo
Victor Germany
Play Date 2016-10-22
Language English
Scenario AirR021

The Germans hold board 13 in depth, holding3 towns and lots of hedgrow country in front of the US advance. Even the airborne guys were little help when they succeeded in entering the board on their first opportunity, effectively creating a bottleneck in sight and rang of the German first line of defense centered on the town in 0803. In this game, the Sherman platoon died on the fist turn as the 75mm at gun hit it from the town. US infantry deployed in line to try to break through or bog down that first line so the following airborne guys could flank it and advance but German fire was too accurate. The US troops lost 9 steps and 2leaders by the end of turn 4. Germans need to inflict 8 steps of loss to win, and any draw is a German win, so the surviving Americans fell back to live to fight another day. Good scenario, very tough to win for the US.

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