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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Marine Armor
Atlantic Marines #10
(Defender) Germany vs United States (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for AtlM010
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 1 vote
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Atlantic Marines
Historicity Alt-History
Date 1941-09-02
Start Time 07:00
Turn Count 24
Visibility Day
Counters 79
Net Morale 0
Net Initiative 0
Maps 2: 88, 91
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 183
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Delaying Action
Exit the Battle Area
Inflict Enemy Casualties
Road Control
Conditions
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Atlantic Marines Base Game
Conquest of Ethiopia Maps
Fall of France 1 Counters
Parachutes Over Crete Counters
Saipan 1944 Counters
Introduction

The march on Reykjavik continued, with the fate of Iceland dependent on whether the Marines could hold the capital against the advancing Germans. If the Germans could not secure the small city and the nearby anchorage at Hvalfjordur, they could not capture Iceland, and if they could not capture Iceland, they had no real means of retreat. The garrison's mobile strike force, the 6th Marines, attacked the German spearhead with support from the brigade's tank company.

Conclusion

The Germans had only limited anti-tank capability, and so even the handful of Marine light tanks made an impression. But the real fighting still had to be done by the Marine Rifle platoons, in close combat with the German mountain troops. The clash of two highly skilled, well-trained brigades resulted in intense fighting, but this time the Germans were the ones pushed back.


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
  • Towed
United States Order of Battle
Marine Corps
  • Mechanized

Display Errata (2)

2 Errata Items
Scen 10

The scenario also requires one piece (an M5) from Saipan 1944.

(rerathbun on 2021 May 15)
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 (1)

Atlantic Marines: scenario Ten: Marine Armor
Author JayTownsend
Method Solo
Victor United States
Play Date 2021-05-15
Language English
Scenario AtlM010

Atlantic Marines: scenario Ten: Marine Armor

Kind of a unique scenario with the U.S. Marines fighting in pretty much open terrain, as I am use to the mountains of Korea or the jungles of the Pacific. The Americans have three victory objectives and levels to try to achieve. Both sides have elite Infantry and high morales but Americans have better HMG units, a little more Infantry and the M5 tanks compared to the Germans weak Pz IIs tanks.

The Germans kind of setup a bit too spread-out, as they were defending and they don’t start dug-in. The Americans blasted the Germans armor apart at some-point and exited over ten units off of the west edge of the map but did not clear all the east-west road hexes, as one hex held out, the American achieve a Minor Victory but with one to two more turns would have achieved a major victory. The Americans dominated this play, eliminating 22 German steps and 5 German leaders, compare to the Marine loses of 5 steps and 1 leader.

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