Pouppeville Airborne #4 |
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(Defender) Germany | vs | United States (Attacker) |
Formations Involved | ||
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Germany | 795th Infantry (Georgian) Battalion | |
United States | 501st Parachute Infantry Regiment |
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Overall Rating, 6 votes |
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3.17
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Scenario Rank: 656 of 940 |
Parent Game | Airborne |
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Historicity | Historical |
Date | 1944-06-06 |
Start Time | 08:30 |
Turn Count | 16 |
Visibility | Day |
Counters | 11 |
Net Morale | 1 |
Net Initiative | 1 |
Maps | 1: 13 |
Layout Dimensions | 43 x 28 cm 17 x 11 in |
Play Bounty | 121 |
AAR Bounty | 165 |
Total Plays | 6 |
Total AARs | 2 |
Battle Types |
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Bridge Control |
Conditions |
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Reinforcements |
Terrain Mods |
Scenario Requirements & Playability | |
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Airborne | Base Game |
Introduction |
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In the first daylight hours of the 6th of June, Major General Maxwell Taylor knew little of his division's whereabouts and had only a few men under his command. Regardless of the small number of men available he knew the designated objectives had to be taken. Accordingly at 0600 Lt. Colonel Julian Ewell set out for the southernmost UTAH Beach exit, his mission to secure the western end of the causeway at the village of Pouppeville. |
Conclusion |
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By noon Ewell's platoon had fought its way into the center of town. At this point the Germans, most of whom were Russian "volunteers," surrendered. Ewell's force had suffered 6 killed and 12 wounded out of approximately 60 and had killed or captured 63 "Germans." |
3 Errata Items | |
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Strongpoints are single step units and can be eliminated with X results like any other single step unit. (Shad
on 2010 Dec 15)
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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)
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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)
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Quick decision at Pouppeville | ||||||||||||
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A quick scenario -- I played it twice in one sitting. On the first play, the Americans got a good leader draw (10-1-1 and 9-1-1), the Germans not so much (8-0-1 on the leader beginning on the board). The grenadiers moved up to dig in alongside the forward strongpoint as the paras dashed up the road from the east. Opportunity fire failed to slow the Americans and they established themselves in the town adjacent to the strongpoint. They traded fire until the Americans took out the 3-4 strongpoint and demoralized the grenadiers. The grenadiers fled over the causeway, closely pursued by the Americans. When the strongpoint in the objective town proved to be empty, the German rout continued out of the town. The Americans chased them down and annihilated the defenders in an assault. On the second play, the Germans got a better strongpoint draw. When the Americans again eliminated the forward 3-4 strongpoint with Direct Fire, the grenadiers retired in good order and joined a 4-4 strongpoint in the town at the west end of the causeway. The paras managed to reach the town without loss, but were forced to assault at a disadvantage in order to take the objective. They lost a step in the assault, and the scenario ended with the victory hex still contested. A draw. In most small scenarios, balance depends a lot on the draw. That's even more true for this one since strongpoint draw can affect it as much or more than the leader draw. Fortunately, you can play this one several times in one evening with different draws and different strategies. Looking at this one, there is still one thing I haven't tried with the Germans . . . |
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0 Comments |
Took longer to write the AAR |
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This scenario is pretty straightforward. Americans spotted the stronghold in 0409, noted it was not empty, and moved to approach on the town side. The grens moved into the town, failed to impact the American paras with opp fire, and the Americans jumped them in the town. The grens demoralized right away, and fled to 0412 as fast as they could run. The Americans moved on the strongpoint (turn 9) and assaulted to prevent German reinforcements. The 3-4 stronghold held out for an inordinate amount of time as the Americans could not inflict a step loss and it kept passing morale checks. The Americans finally eliminated it, but had the HMG and Col disrupt in the meantime. The grens couldn't pass a recovery check (to disrupted) until the Americans were entering 0412 (the 4-4 strongpoint failed to affect with opfire), and in the resultant assault combat the Americans lost one step while only managing to disrupt the defenders. Game ended on time with both sides heavily disrupted and still contending over the victory hex. Until the step loss, the Americans never lost a column on the assault hex. Not a lot of decisions in this; must occupy 0409 on turn 10 or face overwhelming German force, must assault to get anything done. Germans can be a bit aggressive with grens when they have occupied strongpoints, and just keep falling back. If the strongpoints were empty, the Americans would have rolled the grens up. With two occupied strongpoints the Americans just lacked enough strength. Too much randomness with two strongpoints totaling 67% of starting German strength. |
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