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
Errors? Omissions? Report them!
An Evening on Hill 336
Big Red One #42
(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
Display
Balance:



Overall balance chart for BR01002
Total
Side 1 0
Draw 0
Side 2 0
Overall Rating, 0 votes
5
4
3
2
1
0
Scenario Rank: --- of 940
Parent Game Big Red One
Historicity Historical
Date 1943-03-23
Start Time 00:16
Turn Count 15
Visibility Day & Night
Counters 106
Net Morale 0
Net Initiative 1
Maps 0: 76, 78
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 184
AAR Bounty 171
Total Plays 0
Total AARs 1
Battle Types
Exit the Battle Area
Hill Control
Inflict Enemy Casualties
Conditions
Minefields
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
An Army at Dawn Maps + Counters
Big Red One Base Game
Introduction

Scenario Forty-Two

The unexpected morning repulse had left 10th Panzer Division with just fifteen operational tanks, but more of its infantry had come up and so a renewed assault would be made on the stubborn American positions oh Hill 336. The Germans hauled away their disabled tanks to a nearby maintenance point, both sides brought up ammunition and traded air attacks, and then at the sound of a siren, the German infantry went forward.

Conclusion

"Enemy attacked as scheduled," 18th Infantry Regiment reported to division command, "preceded by dive-bombers which did little damage. Troops started to appear from all directions, mostly from tanks. Hit Anti-Tank Company and 3rd Battalion. Our artillery crucified them with high-explosive shells and they were falling like flies. Tanks seem to be moving to the rear; those that could move. 1st Ranger Battalion is moving to protect the flank of the 3rd Battalion, which was practically surrounded. The 3rd Battalion and the Rangers drove them off and the 1st Battalion crucified them."

On the German side, theater commander Albert Kesselring admitted "substantial tank losses in the morning attack" and claimed that the German attack failed due to " a threatened penetration of Italian-held positions on the northern edge of Djebel Berda." All this came at a cost to the Americans as the 601st Tank Destroyer Battalion alone lost fourteen men and twenty-one of their 31 gun-equipped halftracks.

Additional Notes

Use M3/75 counters for the M3/76 units.


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)
  • 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
  • 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
  • Mechanized

Display Errata (5)

5 Errata Items
Scen 2

Scenario victory conditions specify that VPs are earned by exiting Germans steps off the west map edge. One presumes that demoralized steps would not count – but as published – unit morale condition is not mentioned. So apparently, any German steps that exit, regardless of condition, do count. This must be an oversight, as in other scenarios, players are awarded VPs based on exiting steps, or units, that are NOT IF THEY ARE DEMORALIZED.

(treadasaurusrex on 2024 Oct 06)
Scen 2

The scenario victory conditions specify that VPs are earned by exiting Germans steps off the west map edge. One presumes that demoralized steps don’t count – but as published – unit condition is not mentioned. So apparently, any German steps that exit, regardless of condition, do count for VPs in this one.

(treadasaurusrex on 2024 Nov 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)
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)

Display AARs (1)

Try to Hold Hill 336 in the Dark, Colonel!
Author treadasaurusrex (United States)
Method VASSAL
Victor Germany
Participants Col. Sonichu
Play Date 2024-11-17
Language English
Scenario BR01002

This was an intense & fraught 5-session play-through with the aggressive & wily Col. Sonichu leading elements of the attacking German 10th Panzer Division, in a 2-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 on Map 76. Both sides drew decent sets of leaders.

We used the Fog of War, smoke/illum, consolidation, strategic movement, extended assault, hidden units, 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 intense first session (game turns 1-2) featured immediate exchanges of heavy fire as my clever opponent had placed the bulk of his attacking Landsers as close as possible to American lines on Hill 336 and on the adjacent 40-meter hill on Map 76. A very strong German right flank (northern) approach was barely slowed by a pair of minefields and GI opfires & AT shots. The only US 3-inch AT gun platoon was quicky demoralized in-place, and the charging Jerries mounted the 20-meter contour line on the eastern and southern margin of Hill 336 behind well-positioned smoke screens. The sole American M-6 portee and T-30 SPH were eliminated during game turn 2, as the weaker German left flank attack moved out. Step losses this session amounted to: 5 Heer steps, and 4 American. This put both sides in danger of losing a level of initiative next session.

The brutal & costly second session (game turns 3-5) will probably be the decisive one, as the German waves in the north, center and south all surged forward with mixed success, but did consolidate their hold on some key real estate on the 40-meter contour lines in two successful close assaults. American artillery was, once again, notoriously ineffective, and step losses this session were now: 10 for the hapless GIs, and 5 more for the Third Reich. An ill-fated, pair of US close assault, counter attacks failed miserably. By the end, both sides suffered reductions in initiative level, which was a catastrophic turn of fate for the now-doomed, American defenders. The updated victory point tally was now: 14 to the Jerries, and 10 for the embattled GIs.

Our third session (game turns 6-8) was a grim episode for the remaining, haggard American defenders in the waning sunshine. They lost an additional 6 steps, as well as a junior leader, as the German onslaught pressed forward at a cost of only 5 more steps. Wehrmacht armor was able to circle the upper reaches of Hill 336, while landser infantry advanced up the eastern margins of the hill, and right flank Heer troops pushed virtually all the remaining GIs off the 40-meter hill south of the road, and began pushing into the eastern margin of Wadi Keddab. Night fell at the end of game turn 8, with visibility reduced to just 1 hex. A combined SEVEN combat 7-die trolls were thrown by both sides this session.

There have been 7 FOW-shortened game turn of the 11 played so far.

The costly & hard-fought, fourth session (game turns 9-11) featured the destruction of another 8 steps of American units, but only a 2 German steps, as both sides struggled in the darkness with visibility reduced to just a single hex. The German began close assaults on the northern, 60-meter hill hex and promptly took this critical position, To the south, in Wadi Keddab, both sides experienced fierce fighting and multiple casualties and morale failures in close assaults. Tenth Panzer managed to exit 6 steps (2 were demoralized) off the west edge of the battle map, setting up a very likely minor victory for the Third Reich.

The bloody fifth session (game turns 12-15) featured a nearly inevitable, German minor victory with 2 victory conditions satisfied, and the death of the senior American commander. By mutual consent, the American side conceded at the start of the very last turn! Fun and a heck of a battle, this one.

We agree to give this slightly flawed scenario a solid 4, but note the erratum described below. While unbalanced in favor of the attacking Germans, it is a fairly accurate simulation of what happened historically. The more experienced player should lead the harder-to-play, American side. We recommend this one for both SOLO and SHARED play.

ERRATUM: Scenario victory conditions specify that VPs are earned by exiting Germans steps off the west map edge. One presumes that demoralized steps don’t count – but as published – unit condition is not mentioned. So apparently, any German steps that exit, regardless of condition, do count for VPs in this one. (Submitted to PG-HQ on 3 Nov 2024)

1 Comment
2024-11-17 17:14

Amazing, the T-rex playing without tanks? Little wonder that the Boche won this fight in Tunisia.

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