Neuville-au-Plain Airborne #13 |
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(Attacker) Germany | vs | United States (Defender) |
Formations Involved | ||
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Germany | 729th Infantry Regiment | |
United States | 505th Parachute Infantry Regiment |
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Overall Rating, 5 votes |
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2.6
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Scenario Rank: 889 of 940 |
Parent Game | Airborne |
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Historicity | Historical |
Date | 1944-06-06 |
Start Time | 10:30 |
Turn Count | 18 |
Visibility | Day |
Counters | 18 |
Net Morale | 0 |
Net Initiative | 1 |
Maps | 1: 13 |
Layout Dimensions | 43 x 28 cm 17 x 11 in |
Play Bounty | 125 |
AAR Bounty | 159 |
Total Plays | 5 |
Total AARs | 3 |
Battle Types |
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Exit the Battle Area |
Inflict Enemy Casualties |
Urban Assault |
Conditions |
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Reinforcements |
Scenario Requirements & Playability | |
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Airborne | Base Game |
Introduction |
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Paratroopers of the 82nd Airborne Division's 505th Regiment occupied Ste. Mere-Eglise in the early morning hours of D-Day. North of the town, in the village of Neuville-au-Plain, Lt. Turner B. Turnbull's 3rd Platoon of Company D, reinforced with two 57mm anti-tank guns, took up defensive positions. Attacked by a reinforced German company, Turnbull's platoon was the only obstacle in the path of the northern wing of the two German forces attempting to retake Ste. Mere-Eglise. |
Conclusion |
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Turnbull's platoon was reduced to 16 men before being forced from Neuville-au-Plain late in the afternoon. By preventing the German northern attack force from reaching Ste. Mere-Eglise, they had allowed the defenders to deal with the southern force. The pivotal crossroads was held and the Germans had to be content with occupying the ground between Ste. Mere-Eglise and UTAH beachhead. |
1 Errata Item | |
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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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Blood on the Doorstep | ||||||||||||
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In this scenario the Germans are tasked with attacking a small American force defending a town. The Germans have to see if they can root the Americans out and pass by them while the Americans are tasked with either controlling the town or causing significant losses. The Germans have the luxury of having some engineers and HMGs to help in the assault on the town and have some mortar support. Unfortunately for the Germans, not all of this force is available immediately as each unit gets freed for action by a die roll. The Germans moved forward with their GREN units and were able to enter the town to assault the Americans without any significant losses from the American opportunity fire. Their engineer support was free as was the HMG and they were moving to join the three GREN platoons that had started the assault. The only problem was that, by the time they arrived there were only 1 1/2 platoons remaining as the Americans had been very successful in defending against the assault. The Germans therefore took their time to develop a stronger assault, including the ENG and HMG and then moved forward only to see a replication of the result against the stronger stack. The Americans, in the meantime had used their remaining 1/2 platoon of PARA to tie down the German units which could have taken a shot at leaving the board. With no options to leave the board and only a vague chance at taking the town the Germans remained locked in a low column town assault and eventually conceded the scenario as the Americans had caused sufficient casualties to win. As in most Airborne scenarios this was a nasty close action, dominated by the defense of a small town. There is a lot of variation in the German play however given the variable nature of their force development with each turn resulting in potential significant changes in the on board force. I give it a "3" |
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0 Comments |
Neuville-au-Boche |
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Small scenario. Best played solo, as there is not much for the Americans to do. Germans rolled about average on their reinforcements, and gathered all their forces near the town while the mortars tried to disrupt the Americans inside it. Once they disrupted the American troops holding the town with mortars and direct fire, the Germans moved in for the assault. It took several turns, but they eliminated the Americans holding the town on the last turn, at the cost of only two steps lost. One German platoon in reserve outside the town exited off the board to fulfill the remaining German victory condition. The American reinforcement arrived on the next-to-last turn (after the German platoon exited), too late to affect the assault in the town. |
0 Comments |
Like watching paint dry... | ||||||||||||||
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Not a big fan of tiny scenarios, but another lunchtime play to help re-instruct one of my playing group members before we kick off our bi-monthly campaign in January. and t There's almost nothing to do as the American in this scenario. I'm helping my friend learn offense. I set up my paras in town, placing the 57mm in 0804 to cover the road approach. The gun is nearly useless, and even behind a hedgerow the danger to it is significant. But I suspect it may force the Germans to approach a bit slower. The Germans roll out their backside, and have every unit on board within 5 turns. The Germans move up the road, being cautious about the gun. Reinforcements are coming so fast he doesn't mind waiting a little time for his force to approach en masse. The Germans finally realize the mortars (his) and the gun (mine) are having too little effect, and he goes in heavy against the gun. It dies fast. He turns towards the town, and opportunity fire shakes a couple of his units up as they approach for the assault. The Germans assault, and the paras give better than they get. A couple of step losses and some bad morale hits vice a step loss for the Americans. But overwhelming force eventually prevails, and the Americans are finally forced out. The Germans should have been moving the two damaged GREN units towards the exit hex after they retreated from the assault hex, but the intensity of the assault distracted the German commander, and they stayed adjacent to the town in support. My reinforcing roll went well, and I bring a fresh unit of paras into the exit hex. The retreating Americans from the town fall back to the same hex, and the Germans cannot recover, advance, and assault in the remaining time. The town is taken, but no Germans exit the board. Draw. Another scenario that probably is better solitaire. I was pretty much bored as the Americans, and felt like I was never really doing more than playing for the draw. Or should I say waiting for the draw. Watching the paint dry as the Germans moved forward... |
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1 Comment |
I see you are trying to get an opponent up to spec on PG. Have you considered Skyping some games with the people here that Skype play. We are based in the US, England and Germany and it gives a range of opponents available. Of my 157 plays, only 3 have been solo ...... The rest, all ftf or Skype.