Line Infantry Airborne - Remastered #28 |
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(Defender) Germany | vs | United States (Attacker) |
Formations Involved | ||
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Germany | 352nd Infantry Division | |
United States | 101st "Screaming Eagles" Airborne Division | |
United States | 327th Glider Infantry Regiment | |
United States | Army |
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Overall Rating, 1 vote |
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3
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Scenario Rank: --- of 940 |
Parent Game | Airborne - Remastered |
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Historicity | Historical |
Date | 1944-06-12 |
Start Time | 13:15 |
Turn Count | 12 |
Visibility | Day |
Counters | 27 |
Net Morale | 0 |
Net Initiative | 1 |
Maps | 1: 13 |
Layout Dimensions | 43 x 28 cm 17 x 11 in |
Play Bounty | 146 |
AAR Bounty | 171 |
Total Plays | 1 |
Total AARs | 1 |
Battle Types |
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Inflict Enemy Casualties |
Road Control |
Urban Assault |
Conditions |
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Hidden Units |
Off-board Artillery |
Scenario Requirements & Playability | |
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Airborne - Remastered | Base Game |
Elsenborn Ridge | Counters |
Fall of France 1 | Counters |
Introduction |
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Southeast of Carentan the 327th Glider Infantry Regiment, less 3rd Battalion and Company G, faced west and launched an attack on the German-held village of Le Mesnil in an attempt to clear the relatively open ground to the east of the city. All of the American airborne formations stayed in the line longer than planned due to tenacious German defense. The Americans showed they could be pretty tenacious themselves. |
Conclusion |
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The advance went well until late in the day when heavy German artillery firing over open sights halted the glider infantrymen. The Americans would not stay halted for long, however. A day later, more energetic attacks drove the Germans back. |
Additional Notes |
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Fall of France only required for German 105mm. It is also available in six other boxed games. Map is available in Airborne, Airborne-IE, Airborne Remastered (print edition) or the Woods & Hills accessory. This scenario is completely playable with Airborne or Airborne-IE components. When drawing "LT" counters for the Americans, place all 1st and 2nd Lt counters in the container and draw randomly. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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3 Errata Items | |
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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)
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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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The morale and combat modifiers of German Sergeant #1614 should be "0", not "8". (Shad
on 2010 Dec 15)
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Close Quarters |
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Opportunity Fire is particularly nasty as the opposing forces try to get into assault positions. The Airborne map, cut up by hedgerows is particulary suited to provoking nasty Op Fire. With only 12 turns to gain control of two town hexes the Americans cannot wait for their substantial artillery to have an impact on the Germans, especially given the relatively high morale of the Germans to begin with (8/6) and the ability of the Germans to recover. So the Americans tried a bum rush on the town and were greeted with a 7 step loss, plus 1 tank step loss in two turns, leading to a German victory. Interestingly, the only reason the Germans won was that one German step remained a hold out in one town at the end of turn 12. So a very close game but one which is hard to evaluate due to the extrememly high loss levels on both sides. I give it a "3" but a less outlying result from a fire and assault standpoint is far more likely than the experience I had. |
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