|
|
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 |
|
Overall Rating, 1 vote |
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Scenario Rank:
--- of 940 |
Parent Game |
Airborne - Remastered |
Historicity |
Historical |
Date |
1944-06-13 |
Start Time |
08:00 |
Turn Count |
26 |
Visibility |
Day |
Counters |
106 |
Net Morale |
1 |
Net Initiative |
2 |
Maps |
4: 26, 27, 31, 33 |
Layout Dimensions |
86 x 56 cm 34 x 22 in |
Play Bounty |
188 |
AAR Bounty |
227 |
Total Plays |
1 |
Total AARs |
0 |
Introduction
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"Lightning Joe" Collins had counted on the 90th Infantry Division to secure the Douve River line and block German access to the Cotentin Peninsula. The "Eight Ball Division" failed to advance thanks to poor training and even weaker leadership, with two commanders fired in its first week of combat. Frustrated, Collins inserted the battered 82nd Airborne Division back into the line and ordered the 508th Parachute Infantry Regiment, then at about half strength, to accomplish what the "Tough Ombres" of the 90th could not. Reinforced with artillery, tanks and engineers, the 508th (now a Regimental Combat Team) would cross the Douve River under cover of darkness and secure Cretteville. From there the plan evolved into a push to occupy Coigny and Baupte. Cretteville fell by 0800, and the paratroopers pushed southward toward their next two objectives.
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Conclusion
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The 1st Battalion pressed on and enjoyed their dinner in Coigny that evening. The 2nd Battalion's day didn't go as well as they faced a determined counterattack a mile-and-a-half short of Baupte. Eventually they sent the Germans there packing as well and entered Baupte successfully. There the paratroopers captured a motor park full of vehicles, a substantial cache of food, and most importantly, a safe full of money — quite the bonus prize. To make the day complete the 82nd and 101st Airborne Divisions finally joined up just south of town. The lackluster performance of the German 265th Infantry Division was not surprising considering the foreign conscripts of its two "Ost" battalions (one-third of its infantry) spoke three different languages and their heavy weapons were almost exclusively of foreign manufacture.
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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).
- Open-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables, but DO take step losses from X and #X results (7.25, 7.41, 7.61, BT, DFT). If a "2X" or "3X" result is rolled, at least one of the step losses must be taken by an open-top AFV if present.
- Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
- Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.
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United States Order of Battle
2 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 movement allowance on the counters in Airborne is misprinted. It should be "3."
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