Juncture Airborne #17 |
||
---|---|---|
(Defender) Germany | vs | United States (Attacker) |
Formations Involved | ||
---|---|---|
Germany | 352nd Infantry Division | |
United States | 29th "'Blue and Grey" Infantry Division | |
United States | 327th Glider Infantry Regiment |
|
Overall Rating, 4 votes |
---|
1.75
|
Scenario Rank: --- of 940 |
Parent Game | Airborne |
---|---|
Historicity | Historical |
Date | 1944-06-10 |
Start Time | 11:30 |
Turn Count | 12 |
Visibility | Day |
Counters | 19 |
Net Morale | 0 |
Net Initiative | 1 |
Maps | 3: 1, 3, 4 |
Layout Dimensions | 84 x 43 cm 33 x 17 in |
Play Bounty | 135 |
AAR Bounty | 165 |
Total Plays | 4 |
Total AARs | 2 |
Battle Types |
---|
Exit the Battle Area |
Inflict Enemy Casualties |
Conditions |
---|
Off-board Artillery |
Reinforcements |
Scenario Requirements & Playability | |
---|---|
Airborne | Base Game |
Eastern Front | Maps |
Introduction |
---|
Glider infantrymen of the 3rd Battalion, 327th Glider Regiment (still officially the 1st Bn, 401st Glider Regiment) were across the Douve River and preparing to participate in the attack on Carentan. Word came that there were unidentified troops in the nearby village of Auville-sur-le-Vey. Orders quickly followed to send a company to investigate. A Company was tagged and off they went. |
Conclusion |
---|
Company A easily reached Auville-sur-le-Vey and made contact with the 29th Infantry Division troops holding the town. Four days after the landing, UTAH and OMAHA Beaches were officially linked. Another three days of fighting would be required before the connection became firm. |
Additional Notes |
---|
This scenario requires boards from Eastern Front. Per the Airborne Leaders Poll, the overwhelming conciseness was to use para leaders to command glider formations. Still use regular army leaders for the 29th Infantry Division. |
2 Errata Items | |
---|---|
Scen 17 |
The Glider infantry has only three units, so cannot fulfill the victory conditions (which require five units), So treat the victory conditions as five STEPS, not units. (rerathbun
on 2015 May 02)
|
The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France. (plloyd1010
on 2015 Jul 31)
|
Not too exciting | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
As noted in the AAR by dricher, the victory conditions for the Americans are impossible. So, I treated the victory conditions as requiring five STEPS, not units. Still not a very exciting scenario. The Germans set up in the town and got only two infantry platoons as reinforcement, one of which was demoralized by American artillery on the way in. The Americans opted to run past the Germans and they tried to slow them down with Opportunity Fire. Despite a couple of disruptions, the Americans recovered quickly and moved past for the win. |
||||||||||||
0 Comments |
Can't win before you even start |
---|
This scenario needs errata. The American win condition requires five UNITS (very specific, vs steps for German and similar unit vs step in Juncture II) that enter board 1 to reach the town on board 3. Unfortunately, there are only four units to start. No chance of victory. If the correction is four units, the Germans only need stop one unit from making the race to prevent the victory. Even with no Germans on the board the American HMG would need 10 of the 12 turns to reach the town. With Germans, fuhgeddaboutit. Perhaps the requirement is three? Since I seem to be the first to notice this error (can't find errata anywhere for this scenario), I'm guessing the world may never know. I play anyway, the Americans hoping for their draw, but pushing for the town nonetheless. The Germans get early reinforcements, and a unit of Grens reinforce the town occupying HMG before the Americans can even get to the town. The Americans cannot risk the charge to assault range, as the opfire would come in on the 45+ column (Lt adds one to the combined 15 strength, shift for opfire, two for adjacent...). So, it's time to move around the town. The other Grens join, both move in a blocking position just outside the board 3 unit fire range, and the German HMG just rips dispersals on moving Americans. One of the units does not recover for SIX TURNS, another for five turns. With two units basically immobile, the other two manage to reach the town. No matter how you slice it, not enough units reach the town (I assume). But, the Germans inflict zero step losses. A boring, confusing draw. Even the American OBA can't generate goodness, only showing three times and failing to hit on two of those bombardments. The Germans should have charged the disrupted units earlier, but motivation was apparently lacking. Ugh. |
0 Comments |