Morning on Hill 336 Big Red One #41 |
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(Attacker) Germany | vs | United States (Defender) |
Formations Involved | ||
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Germany | 10th Panzer Division | |
United States | 1st "Big Red One" Infantry Division | |
United States | 601st Tank Destroyer Battalion | |
United States | 899th Tank Destroyer Battalion |
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Overall Rating, 2 votes |
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4
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Scenario Rank: --- of 940 |
Parent Game | Big Red One |
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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 |
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Exit the Battle Area |
Hill Control |
Inflict Enemy Casualties |
Conditions |
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Minefields |
Randomly-drawn Aircraft |
Reinforcements |
Terrain Mods |
Scenario Requirements & Playability | |
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An Army at Dawn | Maps + Counters |
Big Red One | Base Game |
Introduction |
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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 |
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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 |
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OOB asks for US M3/76 units; this is a typo and should be M3/75. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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5 Errata Items | |
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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)
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The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France. (plloyd1010
on 2015 Jul 31)
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All SS PzIVH tanks should have a movement of 8. (Shad
on 2010 Dec 15)
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The morale and combat modifiers of German Sergeant #1614 should be "0", not "8". (Shad
on 2010 Dec 15)
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All SPW 251s have an armor value of 0. (Shad
on 2010 Dec 15)
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Hold Hill 336 until Relieved | ||||||||||||||
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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! | ||||||||||||||
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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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