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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Morning on Hill 336
Big Red One #41
(Attacker) Germany vs United States (Defender)
Formations Involved
Germany 10th Panzer Division
United States 1st "Big Red One" Infantry Division
United States 601st Tank Destroyer Battalion
United States 899th Tank Destroyer Battalion
Display
Balance:



Overall balance chart for BR01001
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 2 votes
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Big Red One
Historicity Historical
Date 1943-03-23
Start Time 05:45
Turn Count 24
Visibility Day & Night
Counters 124
Net Morale 0
Net Initiative 2
Maps 3: 76, 77, 78
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 202
AAR Bounty 165
Total Plays 1
Total AARs 2
Battle Types
Exit the Battle Area
Hill Control
Inflict Enemy Casualties
Conditions
Minefields
Randomly-drawn Aircraft
Reinforcements
Terrain Mods
Scenario Requirements & Playability
An Army at Dawn Maps + Counters
Big Red One Base Game
Introduction

Scenario Forty-One The Americans once again occupied Sened Station and advanced beyond Maknassy in conjunction with the British 8th Army's operations around Mareth. This placed the Italian 1st Army in an untenable position. As the Americans pushed farther eastward against the 131st "Centauro" Armored Division the Germans slowly gathered a force to repel them. The Germans moved forward well before dawn on the 23rd.

Conclusion

The Germans stormed Hill 336, inflicting heavy American casualties in fighting that became hand-to-hand at many points. A pair of German tanks came close to the Big Red One's command post. "I will like hell pull out," division commander Terry de la Mesa Allen told his staff, "and I'll shoot the first bastard who does."

A minefield stretching from the southeast corner of Hill 336 across the road to the Keddab Wadi slowed the Germans enough to allow two American tank destroyer battalions to engage the enemy. Taking the fight to the Germans, they claimed thirty enemy tanks while the minefields accounted for eight more. This broke the attack's momentum and the Germans withdrew to regroup. They would soon return.

Additional Notes

OOB asks for US M3/76 units; this is a typo and should be M3/75.


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
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
  • Self-Propelled Artillery: do not provide the +1 Assault bonus, even if closed-top (SB)
  • Anti-Aircraft Weapon Carrier: apply a -1 modifier to an air attack if within three hexes of the targeted hex (15.14).
  • Anti-Tank Gun Carrier: half-track with anti-tank gun, NOT a Tank Destroyer
  • APC – Armored Personnel Carrier: These are Combat Units, but stack like Transports. They can transport personnel units or towed units. They are not counted as combat units for the +1 stacking modifier on the Direct Fire and Bombardment Tables (4.4). They may be activated by regular leaders and tank leaders (1.2, 3.34, 4.3, 5.43). They do not provide the +1 Assault bonus (ACC).
  • Unarmored Weapon Carriers: These are unarmored halftracks (Bufla and Sk7/2) or fully-tracked vehicles (Karl siege mortar) with mounted weapons. All are mechanized, except the BM-13 (Katyusha rocket launcher mounted on a truck). They are weapon units, not AFV's, so they are never efficient and cannot be activated by tank leaders. (SB)

Display Order of Battle

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

Display Errata (5)

5 Errata Items
Scen 1

The published scenario setup instructions for Big Red One #41 Morning on Hill 336, specify that the Germans enter the battle map from the WEST, which is incorrect, as the historic Wehrmacht approach was from the EAST. The victory conditions indicate that the Germans receive points for exiting at least 10 steps off the WEST edge

(treadasaurusrex on 2024 Sep 06)
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 41

All SS PzIVH tanks should have a movement of 8.

(Shad on 2010 Dec 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)
Overall balance chart for 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)

Display AARs (2)

Hold Hill 336 until Relieved
Author treadasaurusrex (United States)
Method VASSAL
Victor United States
Participants Grognard Gunny (AAR)
Play Date 2024-10-10
Language English
Scenario BR01001

This was an intense & exciting 8-session play-through with the cunning & intrepid Grognard Gunny, leading elements of the attacking German 10th Panzer Division, in a 3-map, large scale battle for critical terrain. I had defending elements of the US 1st Infantry Division (The Big Red One) clustered on and about Hill 336, as well as on the small 40-meter hill to the southeast, and the adjacent 40-meter deep, Wadi Keddab. Both sides drew decent sets of leaders, with the Germans having slightly better luck.

We used the Fog of War, smoke/illum, consolidation, extended assault, tank riders and excess initiative optional rules. We also used these 3 house rules: 1) Road Movement for Mechanized & Foot Units – All FOOT & MECHANIZED units may move on roads at the rate of 1/2 a Movement Point (MP) per road hex, just like MOTORIZED units, and 2) Standardized Movement for Mechanized Units - All mechanized units may move through clear hexes at a movement cost of only 1 movement point (MP) per hex, instead of 1 1/2. Add one to this cost if moving up, across, or down slopes hexes, and 3) Dug In Units are Automatically in Limiting Terrain in Desert Games Unless prohibited by special scenario rules, ALL units that are dug-in on slope hexes are considered to be in limiting terrain and are spotted if enemy units approach to within 3 hexes, or 4 hexes for reconnaissance units – unless they are marked with a spotted marker, see 8.22. We felt that these house rules improved the simplicity and playability of this scenario.

Our first session (game turns 1-2) the pre-dawn, gloom effectively concealed a large-scale German movement to contact in 3 pincers. The very strong left flank (southern) column was preceded by 2 companies of Jerry motorcycle scouts that ran into heavy opfire as they crossed onto Map 76 southeast of the small 40-meter hill. In the center, another combined arms column came under opfire as it proceeded west down the road and unloaded its mechanized infantry. One of the withdrawing SPW 251 units was ambushed & eliminated by American AT fire in the gloaming. In the north, the left flank column was proceeded by tanks that engaged and eliminated the first of the US M-3/76 tank destroyer units in the north wadi on Map 76.

The second session (game turns 3-5) featured the continued Jerry movement to contact across Map 78 to the southeast margin of Map 76. Visibility improved with the coming of dawn and the first successful US airstrike occurred in game turn 5. Casualties accumulated for both sides, mostly due to long-range AT, DF and artillery fire. Step losses were now 7 for the Germans, and the GIs had absorbed 6 by the end of the session, losing a level of their initiative in the bargain. The first 2 German leaders were eliminated by accurate OBA during game turn 5.

Our third session (game turns 6-7) featured the impact & penetration of the mighty German left flank attack, in combined-arms action on-and-around the 40-meter hill and the eastern margin of Wadi Keddab on Map 76. A battalion of German tanks began their assent of the weakly-held, hill. They were supported by probing Landsers on the southern margin of the hill, and a company+ element of mortars. There were also pair of well-executed, Luftwaffe air strikes this session. The step lost tally was now: 13 for the Wehrmacht and 10 for the Americans, resulting in decreased initiative levels for both sides.

The fourth session (game turns 8-9) featured a plethora of bad die rolls by the hapless Americans, and some very fine die rolling by the surging Heer troopers as they pushed onto the 40-meter hill and into the Wadi Keddab. There were 3 more US step loses, compared with 4 lost by the Germans in this peculiar session, as the landsers began scrambling across, and around, 3 American minefields. There were also 2 successful Luftwaffe air strikes and a single, ineffective US strafing mission. The updated victory points was now 18 for the GIs and 13 for the Wehrmacht.

Our action-packed & deadly fifth session (game turns 10-12) was characterized by a massive German shift to a southern (left flank) attack focused around, the Wadi Keddab. This was accompanied by a great deal of American long-range AT fire and variable Luftwaffe airstrikes. Step losses this session totaled: 12 for the surging Jerries, and 2 more for the defending GIs. Probing German units were able to nearly cross the length of the south margin of the battle map, and were now poised to begin exiting the west edge.

The high-maneuver & high-risk, sixth session (game turns 13-14) featured the German tide veering diagonally across the battle map aiming to exit units across the west map edge, as part of a massive left flank maneuver. In fact, the first Wehrmacht halftrack and a leader exited during game turn 14. Step losses this session were: 3 GI steps, and 4 additional German ones, as the Teutonic wave passed into and through the Wadi Keddab. A good deal of long-range fire was exchanged this session and some adjacent-hex firefights & close assaults ensued to the German’s advantage in Wadi Keddab. Another Pz-IIIJ tank unit and the remaining step of Marder III SPAT were eliminated. The updated victory points were now: 17 for the Third Reich, and 35 for the American defenders. A combined SEVEN combat 7-die rolls were thrown.

Our seventh session (game turns 15-16) featured the continuation of the massive German left veer move to the south margin of the battle map thrusting toward the west edge. Another 4 steps of Wehrmacht troops exited the map, while there were a great many exchanges of OBA, Mortar and long-range, AT fire throughout the southern half of the map. A pair of Luftwaffe air strikes were fruitful, while others – and the single US air strike – were ineffective. Fierce fighting erupted in Wadi Keddab as the Teutonic horde tumbled into the depression. Steps lost this session consisted of: 12 more for the Germans, and 2 more for the GIs, bringing the updated victory points to 45 for the defending Americans, and 19 for the attacking Jerries.

The costly, but entertaining, eighth session (game turns 17-19) was another grim one for the charging Germans, who managed to exit the required 10 steps off the west map edge, in spite of losing 61 steps in so doing. By mutual consent we decided to end the game as there was no chance of the Wehrmacht accomplishing their other 2 victory conditions. The final step loss tally was 61 for the Third Reich boys, and 19 for the GIs. There were 11 FOW-shortened game turns of the 19 that we played, This factor materially benefited the American defenders.

We give this one an enthusiastic rating of 4, and heartily recommend it for SHARED and instructional play. Due to the hidden minefields, it is not a great choice for SOLO play.

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Southern Sweep, Not!
Author Grognard Gunny (Germany)
Method VASSAL
Victor United States
Participants treadasaurusrex (AAR)
Play Date 2024-10-10
Language English
Scenario BR01001

The Germans, thinking that the Americans would defend the Northern Hills first and foremost, decided to make a swing through the South and pick up a couple of victory conditions by so doing. Unfortunately, two things stood in the way: 1) The American Commander guessed that the Germans would come in from the South and placed both his minefields and his anti-tank guns in a position to wreak havoc on the Germans approaching from that direction. 2) I kept misreading the Wadi, thinking it was Hills instead. It wasn't just once, it was three or four times. (I have GOT to pay attention!) Needless to say, I got my butt shot off in the "Wadi of Death"! Between those two happenstances, it wasn't long before the German Graveyard was overly crowded. There was absolutely NO chance that the Germans could catch up and no way that they could take the high ground. This was a pretty tough one for the Germans but still playable.....

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