This is Not a Voluntary Proposition
Airborne - Remastered #25
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(Defender)
Germany
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vs |
United States
(Attacker)
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|
|
Total |
Side 1 |
0 |
Draw |
0 |
Side 2 |
1 |
|
Total |
Side 1 |
0 |
Draw |
0 |
Side 2 |
1 |
|
Total |
Side 1 |
0 |
Draw |
0 |
Side 2 |
0 |
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Overall Rating, 1 vote |
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Scenario Rank:
--- of 940 |
Parent Game |
Airborne - Remastered |
Historicity |
Historical |
Date |
1944-06-11 |
Start Time |
10:00 |
Turn Count |
20 |
Visibility |
Day |
Counters |
75 |
Net Morale |
0 |
Net Initiative |
1 |
Maps |
4: 26, 31, 33, 9 |
Layout Dimensions |
86 x 56 cm 34 x 22 in |
Play Bounty |
178 |
AAR Bounty |
227 |
Total Plays |
1 |
Total AARs |
0 |
Introduction
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Rebuffed in their effort to secure Le Ham on the previous day, the Americans added forces for today's effort. The 2nd Battalion planned to continue their attack from the east while the new force attacked from the north. A heavy artillery barrage would precede the attack, and observers noted that German artillery fire had weakened during the course of 10 June. The troops moved out and everything began according to the plan drafted by Col. William Ekman of the 505th Parachute Infantry.
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Conclusion
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Once close to Le Ham, Capt. Joe Gault led F Company of the 325th Glider Infantry in rushing the village while the rest of the battalion tried to distract the defenders. It didn't work, and soon all progress towards the village was stopped while Col. "Swede" Swenson and one of his company commanders fell as casualties. The attack was on the verge of collapsing altogether when Gen. Matthew Ridgeway calmly walked through enemy fire until he located Capt. Gault. In a gravelly voeice the general said, "Capt. Gault, this is not a voluntary proposition. Move your men out." In short order the Americans owned the village.
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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).
- Prime Movers: Transports which only transport towed units and/or leaders (May not carry personnel units). May or may not be armored (armored models are open-top). All are mechanized. (SB)
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United States Order of Battle
3 Errata Items |
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The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France.
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The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".
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The movement allowance on the counters in Airborne is misprinted. It should be "3."
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