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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The Nastiest Little Battle: Bure, Belgium
Britain's Bulge #6
(Attacker) Britain vs Germany (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for BBoB006
Total
Side 1 0
Draw 1
Side 2 2
Overall Rating, 4 votes
5
4
3
2
1
3.75
Scenario Rank: --- of 940
Parent Game Britain's Bulge
Historicity Historical
Date 1945-01-04
Start Time 08:30
Turn Count 24
Visibility Day
Counters 37
Net Morale 0
Net Initiative 0
Maps 1: 24
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 161
AAR Bounty 165
Total Plays 3
Total AARs 2
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Severe Weather
Scenario Requirements & Playability
Britain's Bulge Base Game
Elsenborn Ridge Maps + Counters
Liberation 1944 Counters
Introduction

During the cold night of 3/4 January, the paratroopers of 13th Parachute Battalion succeeded, with great difficulty, in holding on to half of the village of Bure. Reinforced by the battalion’s C Company, the depleted British turned all of the buildings they occupied into strongpoints. At dawn on the following day, the village of Bure and Chapel Hill were subjected to a continuous artillery barrage before the 2nd Panzer Division counter-attacked with Panther tanks (which the British mistook for Tiger tanks). It was snowing hard and visibility was reduced to nothing.

Conclusion

Well-directed enemy fire knocked out all three Sherman tanks which had been left in Bure to support the Paras. When C Squadron, now in position to the south-west of the village along with a troop of Achilles tank destroyers from 198th Anti-Tank Battery, pushed forward to outflank the village, they lost another tank. In Bure, as the terrible weather continued, the Paras fought off five German counterattacks, knocking out tanks and self-propelled guns with their PIAT spring-loaded anti-tank grenade launchers.

At one point the Paras drove off a German assault only by calling down artillery fire on their own positions. In the closeness of the fighting, the paratroopers used their fighting knives to avoid giving away their locations and casualties could not be evacuated nor could supplies be brought forward. There, for hours, the situation remained deadlocked.

Each side resorted to heavy shelling and the village was simply plastered. At nightfall C Squadron was down to nine tanks out of an original nineteen so it withdrew to Tellin. By 2030 the paratroopers reported that they had cleared Bure but during the night German infantry and at least one self-propelled gun infiltrated again into the village adding more confusion to the battle. “Bure was, in fact, one of the nastiest spots the Squadron had ever been in,” A Squadron’s report reads. “The Germans clung to the houses and ruins, hid in cellars and catacombs, fighting and sniping grimly to the end. It wasn’t a place for a depleted battalion and half a troop of tanks.”


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.
  • 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
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)

Display Order of Battle

Britain Order of Battle
Army
  • Mechanized
Germany Order of Battle
Heer
  • Mechanized

Display Errata (2)

2 Errata Items
Overall balance chart for 847

The "Optional Values" for the Achilles---and by extension the Archer---given in an Avalanche Press Daily Content piece on the 17-Pdr Anti-Tank gun (and printed on a replacement counter sheet Download) are now the Official Ratings, published in games like Cassino '44, Grossdeutschland 1946, and Indian Unity. These are:

8-5 / 8-8 Full Strength and 4-5 / 8-8 Reduced Strength.

(caryn on 2012 May 03)
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)

Display AARs (2)

Another Bloody Slugfest
Author Fanghawk
Method Solo
Victor Germany
Play Date 2022-12-04
Language English
Scenario BBoB006

The situation started off fairly close to the historical account with the Shermans left in the town to support the paratroopers knocked out by Panthers. American artillery was largely ineffective while the German artillery wreaked havoc around the city. While the paratroopers held out for a while, German direct fire eventually began to grind them down. With most of the paratroopers disrupted and demoralized, the mechanized assault with the StuG started pounding the hapless defenders. The British Major was lost on a casualty check due to step losses in his hex, while another leader in the northern part of town was taken out by a German sniper. The British weren’t able to get another leader safely into the northern part of town and the isolated, leaderless Brits were easily overwhelmed. The Germans were able to score a Major victory. The British need to plan carefully and may need a little luck but this scenario is tense, fast-playing, fun, and it could go either way.

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Slugfest in the Snowy Ardennes
Author treadasaurusrex (Britain)
Method VASSAL
Victor Draw
Participants Reconquista
Play Date 2023-02-07
Language English
Scenario BBoB006

This was a costly, 4-session play-through that ended in fiercely contested draw. I played the British side and Reconquista led the stubborn Germans in what was a real slugfest in the snow. Others have detailed this one, so this report will only hit the highlights. We played with the FOW, smoke/illum, consolidation and excess initiative optional rules, in what was surprisingly close to the historical account. There were 11 FOW-shortened turns in our play that proved frustrating to both opponents. Both sides drew middling leaders, with the German perhaps have a slightly better set. We stopped play at the 18th game turn, by mutual agreement, when it became clear that neither side had sufficient units remaining to achieve and outright victory.

This was one of those scenarios where both sides are exchanging fire immediately on either side of the north-south road through the contested town of Bure. The British paratroopers took a tremendous beating in the urban setting and both sides scored repeatedly with both, their OBA, and with adjacent-hex direct fire. Luckily, the random events were not triggered in our play-through. The urban-area fighting was truly intense, and the close assault die rolling contest continued for turn after turn from the very beginning. Territorial gains in the town were costly propositions and were quickly lost or regained in subsequent turns in this seesaw battle. All the armored assets in this scenario, save a single step of Sherman tanks, were lost in the urban fighting. When we quite, either side had control of two hexes of Bure, and the other town were still bitterly contested. Step losses were roughly the same.

I give this one a solid 3, as it could have gone either way based mostly on luck and the PG fates. We look forward to switching sides and trying this relatively, balanced scenario in another go around.

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