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!
D-Day Behind the Beaches
Airborne - Remastered #35
(Defender) Germany vs United States (Attacker)
Formations Involved
Germany 91st Air Landing Division
United States 12th "Red Warriors" Infantry Regiment
United States 4th "Ivy" Infantry Division
United States Airborne
Display
Balance:



Overall balance chart for AirR035
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 2 votes
5
4
3
2
1
3.5
Scenario Rank: --- of 940
Parent Game Airborne - Remastered
Historicity Historical
Date 1944-06-06
Start Time 00:00
Turn Count 96
Visibility Day
Counters 55
Net Morale 0
Net Initiative 1
Maps 1: 13
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 175
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Bridge Control
Road Control
Urban Assault
Paradrops
Scenario Requirements & Playability
Airborne - Remastered Base Game
Battle of the Bulge Counters
Cassino '44 Counters
Edelweiss: Expanded Counters
Elsenborn Ridge Counters
Fall of France 1 Counters
Introduction

About two weeks before the Normandy invasion of June 6, 1944, after months of preparation, Allied airborne planners realized that their drop plan just would not work. Consequently planners rushed to alter the plan to be a shorter cast. After months memorizing every hedgerow, crossroads, bridge and identifiable enemy position in the central Cotentin, all that was now scrapped and a whole new set of objectives were hastily chosen. Those objectives are familiar to the student of the American airborne invasion of Normandy today: Ste. Mere Eglise, Pouppeville, La Barquette, Manoir de la Fiere and many others.

This scenario puts the Allied player in the position of a battalion commander just at the point when the drop plan has to be revised. The U.S. player must plan and execute an airborne drop on objectives not of his or her choosing. The objective, if captured, then has to be defended from any direction. The German player also has a formidable challenge. He must try to determine the Allied intentions and thwart them. This is not easy with U.S. paratroopers scattered all over the board.

Conclusion

U.S. airborne doctrine had units move on objectives without waiting to come to full strength. This worked out, as many objectives were taken by under-strength and mixed groups from all units. Because of the scattered nature of the drop and the multiple objectives, and the fact that the paratroopers usually fought the Germans where they found them, the drop confused the German command as to just what the paratroopers were trying to accomplish. It was not pretty, but the revised plan had worked. German batteries were destroyed, key terrain was occupied and held, and German counter thrusts were blunted.

Additional Notes

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.


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.
  • 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
  • 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.

Display Order of Battle

Germany Order of Battle
Heer
  • Mechanized
  • Misc
United States Order of Battle
Airborne
  • Motorized
  • Towed
Army
  • Mechanized

Display Errata (8)

8 Errata Items
Scen 35

For SSR 4, for the step loss check, change the last 2 modifiers to:

-1 in daylight (spotting range more than one hex)

-1 in the “Drop Zone”

(plloyd1010 on 2014 Apr 10)
Overall balance chart for 2

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)
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)
Overall balance chart for 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(Shad on 2010 Dec 15)
Overall balance chart for 527

Strongpoints are single step units and can be eliminated with X results like any other single step unit.

(Shad on 2010 Dec 15)
Overall balance chart for 527

The standard mix of strongpoints may be downloaded from Avalanche Press:

http://www.avalanchepress.com/German_Strongpoints.php

This is the standard mix found in Airborne, Airborne-IE, and Edelweiss Expanded. The strongpoint mix in Cassino '44 is different from that of other PG games.

(plloyd1010 on 2012 Feb 01)
Overall balance chart for 527 Strongpoints are affected by the terrain in their hex just like any other unit. Even though they can't move, they can attack using Assault Combat if an enemy unit moves into their hex. They may not dig in or benefit from entrenchments.
(rerathbun on 2014 Apr 21)
Overall balance chart for 54

The movement allowance on the counters in Airborne is misprinted. It should be "3."

(rerathbun on 2012 Jan 30)

Display AARs (1)

Missed it by "that much!"
Author plloyd1010 (United States)
Method Face to Face
Victor Germany
Participants WightTiger
Play Date 2014-08-31
Language English
Scenario AirR035

Played double-blind over 5 sessions.

This was prequel for us. This scenario should have first when we started the Ivy Division March, so we made some adjustments. Henry, who is later a captain, reverted to his old rank and marched off the beach again. He did quite well actually, and almost got his Infantry Combat Badge.

I randomly chose my objectives. Getting hexes 0412, 0516, and 1013. Essentially control of the eastern side of the swamp. I tried to drop on either side of the causeway, and just off the railway embankment from the swamp. I timed it so the paratroopers would jump 90 minutes before dawn, with the gliders coming in just after sunrise. The initial drop went well, but my commanding major scattered off the map.

One small group landed west of the causeway tasked with blocking reinforcements the Germans might send to 0412. Meanwhile everyone on the east side gathered and probed 0412 & 1013. 0516 was captured unguarded, but there was a German OP in 0613 (it turned out to be an unoccupied strongpoint). The blocking force and 1013 force gained their positions fairly quickly. The guys tasked with capturing Mandville were driven back in their initial rush by the strongpoint there.

The glider troops were mostly on target, but for whatever reason, my howitzer scattered. Just as it arrived back on the board, it was killed. The blocking force put up a valiant fight but was eventually overrun, and reinforcements got through as I launched my second assault on the town. The German general arrived while the town was being contested and thus met his historical fate.

The German motor column arrived in hex 1210. By then I was in front of the RR bridge ready to put up a fight. The Germans dismounted immediately and moved to the bridge. I met them with well sighted rifle and MG fire. The Germans lost 3 steps, decided that that was the wrong direction to attack in, and retreated across the marsh.

The German S35 arrived and ran for 0613. It was joined by a grenadier from the marsh and later an engineer. While 0613 was not an objective, it was very important for setting up the next attack on Mandville. I invested 0613, blocked Mandville, and waited for the 4th to arrive. Of the Germans were not idle a during this time. As soon as I retreated from Mandville again, the town was reinforced again (but at least I got the strongpoint).

When the 4th finally arrived, they and fair number of paratroopers, blasted the Germans back to the marsh. My Sherman however lost a step in the exchange with the S35. The engineer and a reduced grenadier were again slogging through the muck. My attention again turned to Mandville. German artillery & mortar fire from the west side of the marsh was trying very hard to be a problem.

The massive rifle fire that had worked so well against 0613 was not as effective against Mandville. The Germans had an HMG their that just could not be rattled, and I wasn't causing many step losses. There always seemed to be too many Germans in too good of shape to take the town. As dusk came on again, I decided I just had to go for it. I killed everything in the town, or that came into the town, but that HMG just stayed, and stayed, and stayed.

The game finally ended, after 79 turns of play, with the machine-gun still there, German and American dead all around it. I had lost over 20 (24?) steps worth of troops, including and infantry step and the hit on the Sherman. The Germans were nearly annihilated, only the HMG, a wagon, and the indirect weapons still on the map. It was a very interesting, largely fluid (for an infantry battle), and at the end extremely brutal fight, despite its extreme length.

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