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!
Montebourg Station
Airborne #10
(Defender) Germany vs United States (Attacker)
Formations Involved
Germany 243rd Static Infantry Division
United States 505th Parachute Infantry Regiment
Display
Balance:



Overall balance chart for Airb010
Total
Side 1 0
Draw 1
Side 2 6
Overall Rating, 7 votes
5
4
3
2
1
3.29
Scenario Rank: 572 of 940
Parent Game Airborne
Historicity Historical
Date 1944-06-10
Start Time 13:30
Turn Count 22
Visibility Day
Counters 47
Net Morale 0
Net Initiative 2
Maps 1: 13
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 131
AAR Bounty 165
Total Plays 7
Total AARs 2
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Reinforcements
Scenario Requirements & Playability
Airborne Base Game
Introduction

Following the successful UTAH landings, VII Corps turned the 4th Infantry and elements of the 82nd Airborne Divisions north for the capture of Cherbourg. On the 10th of June the left flank of the drive featured the 1st Battalion of the 505th Parachute Regiment attacking toward Montebourg Station, a railroad station serving the city of Montebourg.

Conclusion

Slowly but surely the American paratroopers drove back the Germans. By 1900 the station was in American hands and the start line for tomorrow's attack secure. Another 17 days of hard fighting remained before the Americans took the key port of Cherbourg.


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
  • Towed
United States Order of Battle
Airborne
  • Motorized
  • Towed

Display Errata (4)

4 Errata Items
Scen 10

German reinforcements should enter the map through hexes 0114-0217. US forces should enter the map through hexes 1206-1209.

(rerathbun on 2012 Jan 30)
Scen 10

Add "1 x Jeep" to the US forces.

(rerathbun on 2012 Jan 30)
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)

Artillery Purgatory at Montebourg
Author rerathbun
Method Solo
Victor United States
Play Date 2016-02-01
Language English
Scenario Airb010

Played this once before (the Airborne - IE version). In that one, the Germans badly outrolled the Americans on the dice and came away with the victory.

In this one the Americans rolled far better and were able to disrupt and demoralize the Germans in the first town objective. The Germans recovered and got some reinforcements in, forcing a stalemate. The Americans then concentrated on the second town, almost destroying the German defenders with massive and well-aimed artillery. The Paratroopers moved in and mopped up, leaving the Germans with nine step losses.

With some time left, the Americans pulled most of their troops out of the first town, told the remainder to take cover, and pounded it with artillery. When the Germans were depleted and demoralized, they moved in with fresh troops and took the town. (The Americans left inside took a step loss but survived to pull out when relieved).

Solid American win. Good fun for the Americans, but it might be frustrating for the Germans in a two-player game.

0 Comments
You must be a registered member and logged-in to post a comment.
One of the few Airborne that actually supports two players
Author dricher (United States)
Method Face to Face
Victor United States
Participants CricketHawk
Play Date 2006-01-15
Language English
Scenario Airb010

Made another attempt at a scenario from PG Airborne, this time Montebourg Station. A much better scenario than the last, a slightly superior in numbers German force had to defend against a better armed and better supported (arty) force of Americans. The Germans were in defensive positions around the location that would be the jump off spot for the American attack on Cherbourg. The Americans succeeded in real life, but the follow-on operations against Cherbourg did not go as smooth as the attempt by an airborne battalion to take Montebourg Station.

Lt Col James set up his command post and artillery support well to the south of the German positions. He sent his deputy and most of his force northeast to attack his objectives, and a small force led by a Captain to the northwest to disrupt German reinforcements. He knew the Germans were dug in before Montebourg and would be tough to break through. Hopefully the force moving northwest could draw off a little attention…

Capt Barth had received reports that American airborne forces were moving towards his positions. His defense was strong, but with so many surrounding hedgerows he needed to ascertain the enemy’s location. He ordered Lt Pfaff to take a strong reconnaissance force to make contact with the Americans. He phoned back to his artillery support to prepare them to unleash a rain of shells based on Lt Pfaff’s information.

Lt Pfaff led a reinforced platoon through the hedgerows. In fairly short time he contacted the Americans in strength. Unfortunately for Lt Pfaff, Capt Zucker saw the Germans first. In what turned out to be a disappointing show of artillery support during the battle by the Americans, the American artillery did choose this one moment in time to shine. The German force was torn to shreds by the incoming fire. The unit disintegrated instantly. The small number of survivors attempted to reorient themselves and began to reform just as Capt Zucker’s men came down upon them and finished them to the man.

The sudden and complete loss of his recon efforts shook Capt Barth horribly. Now on the defensive, he had little choice but to let the enemy come to him. Only to the west where another defensive position had come into contact with a moderate sized American formation attempting to cut his lines of communication could he afford to keep units mobile.

Capt Zucker, an experienced soldier, kept his troops moving, easily outpacing the deputy, Maj Jenners, and the engineers. Coming close to the German positions, he called back for a scout. Lt Barns, showing more bravery than sense, ran forward to begin observing for the artillery. His constant direction onto the German mortar positions kept the mortars from ever engaging the Americans, but neither did the Americans destroy the mortars. Still, his spotting support would cause fits for the Germans.

To the west, American forces were attempting to cut the German lines, but a German mobile force and some artillery kept the Americans at bay, extending a stalemate that would only be broken when the Americans withdrew and took up positions overlooking the road to Montebourg. Harassing fire from the Americans would do little to German efforts, and the mobile German force moved to support Montebourg.

German reinforcements began to appear from the north. American troops cringed at the site of a platoon of armored cars moving into Montebourg. With no antitank support, prospects dimmed for the Americans. In a hasty assault, Capt Zucker assaulted the remaining defensive position in front of Montebourg. The Germans, caught by the unexpected assault, quickly fell to pieces. While casualties were moderate, half the force survived only by routing faster than the Americans could pursue. The Americans quickly dispatched the remaining Germans only to find themselves looking down the throats of the armored cars that had flanked them. In what can only be described as foolhardy, Capt Zucker, with Lt Barns leading reinforcements, launched an all out assault against the armored cars. Totally surprised by the action, the armored cars succumbed to machine gun fire and well placed grenades while inflicting minimal casualties.

Flush with two successful assaults, the true foolhardiness of the charge became apparent. German artillery rained down on the exposed Americans. This was joined by fire from both sides by the defenders of Montebourg. The wall of fire was too much, and half the American force fell where they stood. Capt Zucker, realizing the severity of his change of fortune, did the only thing he possibly could. He gathered what few coherent men he had left to him, including Lt Barns, and launched an assault against the German mortar position. Exhausted beyond belief, Capt Zucker was unable to destroy the mortar company, but the German troops, having suffered relentless artillery barrages, could take no more. They broke and ran for cover, leaving only a few to occupy the tenacious Capt Zucker.

Maj Jenners, in the meantime, had maneuvered forces into position to assault the eastern side of Monteboug. With outstanding coordination between infantry and engineers, Maj Jenners quickly cleared the east side of the town. German defenses crumbled rapidly, and with surprisingly light casualties the east side of the objectives lay securely in American hands. Maj Jenners began to consolidate for a move against the western side of the town.

With a third of his forces destroyed, half his officers dead, and half his artillery support dysfunctional, Capt Barth had had enough. The morale of his men around Montebourg was shattered. He ordered the withdrawal of what remained of his forces towards the small town to the west, the only portion of his defense to hold. From there he would abandon Montebourg and fall back to contribute to the defense of Cherbourg.

Observations: Fun little scenario forcing the American to crawl forward through the hedgerows and assault. Germans made two mistakes. First was bringing their first force out of defensive positions and allowing the Americans to drop arty then assault, opening a big hole in the German defense. Second was leaving the armored car unsupported when the Americans had a chance to assault. On the American side, too much effort wasted in a western movement that got nowhere. Trying to attack the town from the swampy area allowed a few Germans to tie up a larger American force. Neither side could gain the advantage, but the Americans suffered the more since their forces were needed more critically in the east. If they had immediately moved to block the road they would have been more effective.

0 Comments
You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!
Page generated in 0.323 seconds.