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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Third Time's the Charm
Airborne #20
(Defender) Germany vs United States (Attacker)
Formations Involved
Germany 919th Infantry Regiment
United States 327th Glider Infantry Regiment
United States 501st Parachute Infantry Regiment
United States 506th Parachute Infantry Regiment
Display
Balance:



Overall balance chart for Airb020
Total
Side 1 0
Draw 1
Side 2 3
Overall Rating, 4 votes
5
4
3
2
1
3.75
Scenario Rank: --- of 940
Parent Game Airborne
Historicity Historical
Date 1944-06-08
Start Time 05:00
Turn Count 40
Visibility Day
Counters 88
Net Morale 0
Net Initiative 1
Maps 1: 13
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 150
AAR Bounty 165
Total Plays 4
Total AARs 2
Battle Types
Bridge Control
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Reinforcements
Scenario Requirements & Playability
Airborne Base Game
Introduction

More failures to capture or blow the bridges across the Douve River north of Carentan on D+l made the mission the 101st Airborne Division's overriding priority on the next day. Although the lock at La Bourquette and the two wooden bridges to the east were in American hands, the German-held highway bridge remained an open door to UTAH Beachhead's southern flank. Maxwell Taylor ordered the 506th Parachute Infantry Regiment to attack.

Conclusion

The American attack was plagued by lack of coordination and failure of the glider battalion to participate, but the Germans had had enough and gradually fell back before the American advance. At 1400 the Germans withdrew across the Douve and blew the bridge the Americans had been trying for three days to destroy.

Additional Notes

Despite the results Airborne Leaders Poll, regular army leaders remain in this scenario, because of the number of U.S. leaders required.


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).
  • Closed-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables. Do not take step losses from Direct or Bombardment Fire. If X or #X result on Fire Table, make M morale check instead (7.25, 7.41, 7.61, BT, DFT).
  • Closed-top AFV's: Provide the +1 modifier on the Assault Table when combined with infantry. (Modifier only applies to Germans in all scenarios; Soviet Guards in scenarios taking place after 1942; Polish, US and Commonwealth in scenarios taking place after 1943.) (ACC)
  • Tank: all are closed-top and provide the +1 Assault bonus, when applicable

Display Order of Battle

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

Display Errata (4)

4 Errata Items
Scen 20

In the scenario OOB, the American SGT should be Airborne.

(rerathbun on 2018 Jan 22)
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)
Overall balance chart for 54

The movement allowance on the counters in Airborne is misprinted. It should be "3."

(rerathbun on 2012 Jan 30)

Display AARs (2)

Another battle over hex 0412...
Author dricher
Method Solo
Victor United States
Play Date 2014-12-07
Language English
Scenario Airb020

Once again, a lengthy scenario in which the Americans must capture the bridge in 0412, while this time the Germans can keep it or blow it. The counter density is high, and Germans start strung out across the length of the board while the Americans have trouble finding enough space to set up in one corner.

The Americans quickly push into the German defenses, sweeping away German positions in the northern towns as well as Germans guarding the eastern approaches. A few Germans fall back, but most are wiped out in the early turns. The Germans suffer enough steps for the Americans to declare victory, except German control of the bridge will still pull the draw. So the Americans must now drive south and take the bridge before reinforcements arrive.

This proves to be the tough part. The German defenses on the north end of the causeway hold strong, and in fact the Germans challenge control of the central town for 20 turns before finally giving way. By that time, however, the Americans have sent troops over the eastern bridge while also moving in to contest the town/bridge in 0412. The flanking forces manage to arrive just in time to interfere with reinforcements, which are slow to arrive, and throw themselves at the German tanks before they can reach the town. The carnage against the Americans is horrific, as the Germans now quickly tally steps against the Americans and can achieve their victory count as long as they hold or blow the bridge (they can attempt to blow starting turn 26).

The Americans battle hard for 0412, while the flanking forces are being eaten up while destroying German reinforcements. Hex 0412 finally falls to the Americans on turn 24, but what reinforcements are still active (Germans have lost the tanks and a Gren, and 2 Grens have not arrived, but the rest is mostly intact) attempt to storm the town. They get two hexes away before American forces can scratch up enough strength to deal with them. American Army and Airborne leaders cannot activate each other’s units, so getting a consolidated task force at this point is tough. The Army did most of the capture work, and has been significantly banged up, while the Airborne units provided support against weaker German positions and took care of flanking responsibilities. Add the Airborne exhaustion factor (may not manage to activate), and dealing with emergencies at this point is difficult. But the Americans finally jump on the reinforcements, and the assault goes the way of the Americans. The Germans, even if the two Grens finally appear, are too weak to continue the battle, and the Americans declare victory with the bridge in hand.

I give this a scenario a 4, but it is a weaker 4 than its superior cousin Second Try. The Germans should immediately pack up the 50mm and move it to 0412. Had they done so, the American tanks may have not had the opportunity to join the assault before the Germans could try to blow the bridge. The clock was already close to running out, and a couple more turns of sturdy defense could have cost the game for the Americans. What looked to be a quick victory for the Americans at the start turned into a slogging mess as they approached the bridge. Antitank capability in hex 0412 could easily have spelled doom. Overall decently balanced, and the Americans must move quick at the start while the Germans play for time.

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Third Time's a Draw
Author rerathbun
Method Solo
Victor Draw
Play Date 2018-01-24
Language English
Scenario Airb020

Very good scenario, at least for solo play. In face-to-face, the German player will probably not enjoy it as much, unless he likes a defense against heavy odds.

Americans start out with superior forces, but are somewhat handicapped by the Special Rules. In my play, the Americans rolled well in activating their forces and in Direct Fire, but less so in Bombardment and especially assault.

The Americans quickly wiped out the Germans' forward defense, but ran into trouble taking the main objective, a town on the river. I treated the river as major, and the Americans faced a tough approach to the town, a single road through the swamp.

The Americans got into an assault in the objective hex, but on the first try lost the assault die roll 1 to 6. It took some time to rebuild the forces to re-assault. As the Americans reinforced, so did the Germans. After several assault tries and some heavy losses, the Americans finally had a disrupted tank, a heavy machine gun and a reduced engineer facing one German reduced machine gun.

Before the Americans could assault and hopefully eject the Germans from the space for good, the Germans blew the bridge.

American losses were eight steps, the Germans losses over 15. With the bridge blown, both sides met their victory conditions. A draw.

Despite the draw, it was a very involving game.

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