Foucarville Airborne #7 |
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(Defender) Germany | vs | United States (Attacker) |
Formations Involved | ||
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Germany | 919th Infantry Regiment | |
United States | 502nd Parachute Infantry Regiment |
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Overall Rating, 4 votes |
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2.75
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Scenario Rank: --- of 940 |
Parent Game | Airborne |
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Historicity | Historical |
Date | 1944-06-06 |
Start Time | 04:30 |
Turn Count | 36 |
Visibility | Day & Night |
Counters | 20 |
Net Morale | 0 |
Net Initiative | 1 |
Maps | 1: 13 |
Layout Dimensions | 43 x 28 cm 17 x 11 in |
Play Bounty | 131 |
AAR Bounty | 165 |
Total Plays | 4 |
Total AARs | 2 |
Battle Types |
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Inflict Enemy Casualties |
Urban Assault |
Conditions |
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Reinforcements |
Terrain Mods |
Scenario Requirements & Playability | |
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Airborne | Base Game |
Introduction |
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As their D-Day objective, paratroopers of Company B, 502nd Regiment of the 101st Airborne Division were to secure the village of Foucarville as the northern boundary of the UTAH beachhead. Shortly after landing the company proceeded to the village with only 2 officers and 9 men. After entering and being driven out of the village, additional paratroopers were collected to launch another attempt. |
Conclusion |
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After heavy fighting, the paratroopers finally secured the village. They placed three roadblocks around it and made ready to defend themselves. The Germans did not disappoint, making repeated attempts to retake the village. In heavy fighting, the Americans fought off all German attacks and kept the northern flank of UTAH Beach secure. |
4 Errata Items | |
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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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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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Good Luck, Bad Luck in Foucarville |
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Luck was with the US Paratroopers as they found both of their village objectives unoccupied. They quickly occupied both villages and waited for the inevitable German counterattack. The Germans elected to bypass the northwestern village and concentrate on their main objective of Foucarville. They used the hedgerows and woods to their advantage, approaching within 400 meters of the village before taking fire from the Americans. They then settled down into a medium-range firefight. Outstanding German shooting combined with excellent mortar support caused some American casualties. The Germans approached while the disrupted Americans were regrouping, and then went into the assault. The paratroopers put up a good fight, but were slowly ground down by the superior German firepower. The Americans seemed to lose heart after their Captain deserted. Even after bringing in their platoon from the other village, they couldn't hold. The Grenadiers captured Foucarville, and almost all of the Americans became casualties. German losses were one-half platoon. Despite its length, the low counter density means that this scenario plays very quickly. Since two strongpoints are the only German units on the board for the first three turns, the quality of the scenario depends largely on the strongpoints drawn. In my play, both strongpoints were unoccupied, and I expected an easy win for the Americans. Unfortunately for them, all the die rolls went the Germans' way as soon as they started firing. The Americans spent most of their time recovering instead of shooting, and the Germans took full advantage. The German luck held throughout the assault. They gradually racked up step losses until the Americans just couldn't hold. I intend to set this one up again soon. |
3 Comments |
Too Little American Force |
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The Americans came on the board trying to scout out both strongpoints, and quickly ascertain that both are occupied. Sending a full platoon to 0803, the half platoon waited for reinforcements. The reinforcements come on, and advance on 0509, while the detached platoon raced for 0803. Barely beating the German reinforcements to 0803, all the Americans pile into their respective assault hexes. No op fire from the strongpoints was effective, but the Americans cannot generate enough firepower to actually inflict losses on the strongpoints. The German grens pile into 0803, and both sides take a step loss. The American 1Lt breaks hard, as do one of the grens, but everyone else stands fast. The 1Lt attempts recovery, and deserts. The half platoon decides they are more valuable at 0509 vice certain death in 0803. They survive the free shot untouched, but get gunned down in the open on boxcars. Two step losses against the Americans. Hex 0509 is an exercise in futility. The Americans have even managed to demoralize the strongpoint, but it keeps recovering. Finally the Germans get to the town. They pile in the full strength gren and HMG, counter assault the Americans, and both sides take a step. That's three against the Americans, so the Germans win. The Americans still try to dislodge the Germans a couple times, but to no avail. Both sides hunker down, the additional Germans come on, and add strength to the assualt by replacing the damaged HMG with grens. The Germans manage to inflict one more loss, and half a platoon flees demoralized. The Americans manage to have a half platoon and a leader in good order in 0509 by scenario end, but due to step losses the Germans still win. In this scenario the Americans just didn't have the strength to deal with two occupied strongpoints guarding their victory hexes, and extensive German reinforcements. Too much to do with the force available. If the strongpoints had both been empty, the Americans could have captured both hexes, but most likely could not hold them both against significant German reinforcements. A draw seems a possibility, but an American win requires incredible die rolls. |
0 Comments |
Nice AAR! You own all three versions of Airborne... so why did you choose to play a scenario from the first edition? Just curious! :-)
Entering the data for Airborne reminded me of the scenarios in it. I'm at work this week, so was looking for some scenarios I could play in an evening, so I brought it with me.
Like having the comments on AARs, and the email notifications!
so why did you choose to play a scenario from the first edition? Just curious! :-)
Like the climbing Everest answer .... "Because its there" :-)