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
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Second Best
Airborne #8
(Defender) Germany vs United States (Attacker)
Formations Involved
Germany 59th Infantry Division
United States 502nd Parachute Infantry Regiment
Display
Balance:



Overall balance chart for Airb008
Total
Side 1 0
Draw 2
Side 2 2
Overall Rating, 4 votes
5
4
3
2
1
2.75
Scenario Rank: --- of 940
Parent Game Airborne
Historicity Historical
Date 1944-09-18
Start Time 10:00
Turn Count 27
Visibility Day
Counters 61
Net Morale 0
Net Initiative 1
Maps 2: 3, 4
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 145
AAR Bounty 165
Total Plays 4
Total AARs 2
Battle Types
Bridge Control
Inflict Enemy Casualties
Conditions
Off-board Artillery
Reinforcements
Scenario Requirements & Playability
Airborne Base Game
Eastern Front Maps
Introduction

After the failed attempt to take the town of Best and its nearby bridge, the entire 3rd Battalion of the 502nd Parachute Regiment made ready to drive the Germans out. At Zon, 7,000 yards to the east, the 2nd Battalion was ordered to circle north and attack in conjunction with the 3rd.

Conclusion

The Germans blew up the bridge in late afternoon and withdrew after two British armored cars appeared south of the canal. The Americans didn't capture the town of Best until the Germans left, but never even seriously attempted it. Only the bridge truly mattered as a military objective.

Additional Notes

This scenario requires boards from Eastern Front.


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.

Display Order of Battle

Germany Order of Battle
Heer
  • Motorized
United States Order of Battle
Airborne

Display Errata (2)

2 Errata Items
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)

Display AARs (2)

Germans Come Out Second Best
Author rerathbun
Method Solo
Victor United States
Play Date 2012-02-12
Language English
Scenario Airb008

Had a small space and a few evenings free, so tried this scenario, one of three in Airborne set during Operation Market-Garden.

The Americans start with a large advantage in units (15 Para vs 8 Gren), although the Germans do get some reinforcements. The Americans set up in the woods south of the bridge and next to the town in the north. The Germans set up in the southern town (Best).

The paratroopers win the initiative and make it to the bridge first. They begin digging in, while the Germans fire at them from medium range. They are hoping for an early arrival of their reinforcements so they can take the bridge before the Americans make it down from the north.

The northern group of Paratroopers moves around the woods east of town and the two American forces combine. When the Geman armored car platoon arrives, the Americans have a choice: Remain dug-in around the bridge and allow the Germans to weaken them with direct and artillery fire, or assault and try to take out the armored car and Grenadiers in Best.

The Americans opt for the aggressive approach, and manage to take out the armored car platoon in an assault. They move up into the town and begin to clear out the Germans. The German reinforcements continue to trickle in, but too slowly to allow them to hold the Americans.

The scenario ends with the Americans dug-in around the bridge and holding all but one contested town hex. The Germans only inflicted five step losses on the Paratroopers. American victory.

This is an interesting scenario, but it seems from my playing to favor the Americans. It could be improved with a different setup, requiring the Americans to set up in the woods north of the river. This would give the Germans a better chance to reach the bridge first, and make the Americans work to take it before the German reinforcements arrive.

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Liked it, wanted to love it, but...
Author dricher
Method Solo
Victor Draw
Play Date 2014-03-31
Language English
Scenario Airb008

The Americans decide to become very aggressive from the outset. They seize the bridge, and try to reek havoc on the Germans defending Best by going in on the assault. Before German reinforcements arrive, they invest the town and tie down most of the Germans. They inflict two step losses on the Germans, suffer one in return, and dig in around the bridge.

At this point the Germans begin to realize they do not have sufficient force to take the bridge since so many troops are locked into combat in town. Attempts to send reinforcements to the bridge are met with significant artillery and direct fire from American forces, and they begin to die off or suffer morale hits. American aggression has placed them at three step losses after seven turns, and the Germans have suffered many more. The Germans begin to play for the draw. With the armored cars and the full strength HMG finally making it into town, the Germans begin the assault process. While the Americans are dealing out heavy losses, the steps of American casualties are adding up.

On turn 15, the Germans need only one more step loss to make the nine needed for victory. The bridge is and always will be American. The Germans make one last gasp, sending in the ACs, HMG, and Gren against a heavily defended American position. The Americans inflict two step losses on the attackers, but the Germans pick up step loss nine and manage the draw. Their backs are broken, half the armored cars are burning, and they have no hope of executing another successful attack, but it was enough.

The Americans, in their anger, take the next twelve turns to kill everything shy of the 20mm and one Gren platoon. That includes every German leader gone. The Americans take no more losses, all leaders are fine, but fail to win due to that last step loss.

I liked the scenario from the point of view that the Americans had sufficient force to make a major attack against a decently strong German force. The Germans had enough strenght to deal out damage as well. The ACs, full strength HMG, and ENG units are their key players, and must be protected with cannon fodder troops up to the end. But the one shortcoming is the Germans are unlikely to survive and pull the draw if they engage for the bridge. It is tough for them to inflict the necessary losses AND take the bridge given the preponderance of American forces at the outset. The Americans can easily grab the bridge if they get the first initiative roll, then pile on any Germans attempting to seize it. Then it's hold on and inflict steps on the Germans simply to weaken them before the Germans can inflict nine. Playing for the draw was really fun, but it never seemed likely the Americans would actually lose. Wanted to give this a four, but the unlikelihood of the Germans ever achieving victory kept it at a grudging 3.

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