Interruption Battle of the Bulge #1 |
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(Attacker) Germany | vs | United States (Defender) |
Formations Involved | ||
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Germany | 212th Volksgrenadier Division | |
United States | 10th Infantry Regiment | |
United States | 5th "Red Devils" Infantry Division | |
United States | Army |
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Overall Rating, 56 votes |
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3
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Scenario Rank: 720 of 940 |
Parent Game | Battle of the Bulge |
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Historicity | Historical |
Date | 1944-12-23 |
Start Time | 09:30 |
Turn Count | 8 |
Visibility | Day |
Counters | 17 |
Net Morale | 0 |
Net Initiative | 0 |
Maps | 1: 9 |
Layout Dimensions | 43 x 28 cm 17 x 11 in |
Play Bounty | 27 |
AAR Bounty | 27 |
Total Plays | 64 |
Total AARs | 25 |
Battle Types |
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Inflict Enemy Casualties |
Rural Assault |
Conditions |
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Reinforcements |
Scenario Requirements & Playability | |
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Battle of the Bulge | Base Game |
Introduction |
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Just arrived in the line, the American 10th Infantry Regiment was assigned to the 4th Infantry Division and on the 22nd of December relived the weary soldiers of that division's 12th Regiment. On the 23rd, Company E made ready to advance on the extreme left of the regiment's attack north. |
Conclusion |
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The German attack disorganized the American preparations enough to disrupt the infantry portion of the attack. Artillery fire managed to drive the Germans back, but the damage was done and the American advanced halted for the moment. |
2 Errata Items | |
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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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The morale and combat modifiers of German Sergeant #1614 should be "0", not "8". (Shad
on 2010 Dec 15)
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Learning the rules... | ||||||||||||
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This was one of my first "learning scenarios", so I have notes on this. I have given this a higher rating as I feel this is a good scenario for what it is, a learning scenario. It just has infantry units and leaders, setup is specified as well as the victory conditions. All you need to do is learning the mechanics as you play. My battle looked like a keystone cops movie, with the Americans attacking and the German reinforcements chasing after them while the on board Germans try to avoid the assaults. The Americans get into positions for assaults after a few Op fire morale checks. One assault succeeded on the first turn while the other are bogged down. The German reinforcements keep move to catch the Americans, but slowly the Americans with the assaults, but the game came down to the last assault on hex 1006 as the German reinforcements reached the battle in time to try to save the day. But in the the Americans had the luck of the dice. |
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0 Comments |
Smal trouble | ||||||||||||
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This is a really small scenario, but it is much fun to play. It is a fairly easy scenario, just attack. That's all! As German player you just need to come close enough to the American Inf, and then with some luck kill them all! This is a hard-to-lose scenario for the German player, but good for both player to learn the basics, and tactics. That is why I rated it four. Unfortunately the German player wins! |
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0 Comments |
No, no, after you! |
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What I like about this scenario is that it IS unbalanced towards the draw. In my plays, if the Germans sit tight then they will have the opportunity to mow down anyone attempting to close on the hill. So they can clearly go for the draw. Because I am playing solo, I chose to force the issue. In three cases, the Americans might be able to take the hill (doubtful) but not without losing at least the 2 steps required to lose the scenario. However, I also noted that if the Germans press the issue to “win” the scenario, then they are the ones getting mowed. This scenario really is set up for a draw, I think. And THAT is what I like about it. I like the idea of really trying to beat the odds of sprinting across a field toward that stupid hill. I have not yet been successful, but I will try again! An interesting side note. On one of my plays I rolled a thunderstorm right out of the gate, and it got me the closest to an American victory. I had begun the assault on the western most hex (the enemy mg was on the far eastern hex) and was doing well to take it, but in the second assault turn lost that dreaded second step. So Germans won again. Playing it out, I think the Americans would have taken that hex, but then been beaten down by the assaults from the other troops later anyway. |
0 Comments |
Delay & Destroy |
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The German plan was simple. As the Americans were not allowed to move in the first game turn, the German force arriving from the west engaged the Americans with the Infantry as the main force, while the HMG used the road to cover the line of attack that the Americans would have to choose to attack the German ridge position. The main idea was to delay the Americans with the Infantry by causing some disruption, demoralization or even a step loss. This sounded sensible as the German commander had not to worry about any casualties himself, while being able to win by causing just 2 step losses (if the ridge could still be defended, what the HMG and the static Infantry was for). In the end the plan worked even better than planned, as the Gods of Chance were scorning any American attempts to quickly dispose of the German delayers. In the end the Americans, being assaulted by only 2 Grenadiers, albeit with a very good leader (2-1) had lost 2 steps by turn 6 and where never able to shake off the attack. Clear German win, the dice where simply awful for the Americans |
0 Comments |
First Full Game | ||||||||||||
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Having played 3 turns without trying to finish a few weeks ago, I played to completion this time, but again in only 3 turns. Got a little bit aggressive with the US force and tried on turn 1 to dash across the field to a good spot to assault the closest German hex on the next turn. Having rolled 2 activations for the US side I risked the move with a cover shot from the HMG and 3rd squad left behind while the captain, a LT and 2 squads made the dash. German OP Fire did little damage but on the German first activation, the German reinforcement element ran right into assault the US force. The US lost 1 step and disrupted the LT. Other German elements started digging in on their activations. Turn 2, and the Germans won the initiative with 2 activations. The assaulting force continued attacking, taking another step from the US troops and adding both remaining steps to the disrupted LT. With the X1 result, the LT rolled snake eyes and fell dead on the morale check, the Captain shrugged it all off. A poor roll on the US HMG fire lead to no more damage for the target element, and the US troops in assault caused one disruption to the German assaulting element. Other German elements completed digging in to hold their hexes. Turn 3, and the assaulting Germans rolled a 2x result, finishing off the two reduced squads. The US captain, finding himself all alone, rolled and failed, being removed from the field. With only the US HMG and one squad left, and the German side having already done twice the amount of damage they needed to do, I called it a game, German victory. I'm really enjoying the system and can't wait for my next game. |
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1 Comment |
Another Short and Fun | ||||||||||||
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The US had to try and advance on the hill to their front. The Germans caught the US platoons from in front and behind. The US actually managed to get a platoon on the hill, but it couldn’t get the Germans off their position. German victory. |
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0 Comments |
Battle of the Bulge Scenario 1: Interruption |
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23 December, 1944 Elements of the 212th Volks Grenadier Division vs Company E, 2nd Battalion, 10th Infantry Regiment, 5th Infantry Divison This is the introductory scenario for Battle of the Bulge expansion for Panzer Grenadier American Army Company E advances on the left and attacks north The game length is only 8 turns and there are some special rules. The goal is for the Americans to advance forward and take 3 hexes that the Germans must defend The Germans get reinforcements on turn Turn One, which enter from the West of the map. 2 Grenadier Platoons and one Heavy machine gun platoon and a Captain and one Lieutenant Turn 1, 0930 hours Americans win the initiative roll 6-3, that gives them 2 actions (difference divided by 2 rounded up) before the Germans can go. One of special rules is that the Americans cannot move on turn one, so this first turn will be all shooting. The Americans activate all the infantry they have with the Lieutenant in 0603 and declare a fire action. The 3 American Infantry Platoons in Hex 0602 will take pot shots at the German platoon and sergeant in 0903. The Germans are staked out on a hill, that is limiting terrain but the Americans can see them because they are within 3 hexes. The Americans open fire, combining their Direct Fire strengths of 6 to make a 18 point attack. The leader next to them cannot add his attack bonus because he is not in the same hex. The attack is made on the 16 column, but at -1 column due to the Germans being on the hill. So the dice are rolled on the 11 column. The Americans roll a 5, that means a morale check for the German platoon. Leaders must check morale first, so the German Sergeant must roll under a "9". He passes. The platoon rolls next, they need an 8 or less, but the Sergeant adds +2 (look at his counter, lower right corner) The platoon rolls a 10, barely made it! The last American unit to activate is the Heavy Machine Gun platoon. It is with a Lieutenant that has a combat modifier of +1. The HMG unit has a STR of 10, so he opens fire at a STR of 11. The column is dropped to the 7 column and the Americans roll a "10". This forces ANOTHER morale check on the poor Germans on the hill and again they PASS! The Americans cant move and have no one else to shoot, so that Action Segment is done. Remember they get one more. However no units are left. They are forced to pass the last action segment. The Germans FINALLY get to go! The Germans finally have one segment this turn. Reinforcements are allowed to enter from the West edge, 2 hexes within 0501. The Germans enter, and then activate and combine Direct Fire on the Americans in the light woods. SURPRISE! That is a lot of attack power, but the woods shift the column -2 down and weaken the attack. Even with the German Captain adding his +1, the Germans still miss and have no effect. NOTE: I got this rule wrong, reinforcements entering count as a move and they would not be able to shoot Since the Americans have no one they want to activate they pass. They decide to keep their leaders in the woods. The Germans are now up again and they decide to activate the men on the hill that have taken so much fire. The German Grenadier Platoon on the hill activates and takes a pot shot at the American HMG crew. Due to the weak attack strength and -2 column shift because the Americans are in the woods, the shot has no effect. The Americans pass since they are out of activations, and the Germans are out of range of the Americans with the other two units. That ends the first turn! TURN 2, 0945 hours 15 minutes has now passed. Turn 2 is starting! Note that even though some Americans are in Limiting terrain, they fired last turn and are now spotted. That makes them visible from 12 hexes instead of 3. Unless they move into the woods further, they will be spotted and able to be hit. The JIG IS UP! With a roll of 5 to 4, the Americans win the initiative this turn, and get to take the first action segment Americans activate the Lieutenant in the woods and he in turns activates all the American units. He declares a fire with everyone but the 1-1 Lieutenant and the Captain, who will move. The 1-1 Lieutenant moves onto the stack of American Infantry at the edge of the Light Woods (cost 2MP out of 4), and the Captain shifts over (costs 2MP out of 4). Now it is time to open fire on the German Reinforcements. The American Infantry stacked 3 high will now open fire, one of them adding the 1-1 Lieutenants Fire bonus to his Strength. So that is one unit at STR7 one at STR6 and another at STR6. Combined fire total = 19. There are 3 German units stacked in the hex so the Americans get a +1 Column shift to the 22 column! The bullets fly and the Americans roll a 5 and force a Morale check at +2 to the roll on that hex of Germans! The German Captain makes his morale check, barely. He needed a "7" and rolls a 7 The German Lieutenant misses his morale check and rolls a 8. He becomes disrupted! Now for the infantry to roll. Remember on Morale Checks all Leaders must roll first THEN the troops roll. Since the Captain passed he can use his +1 modifier on the troops. Every German Platoon needs 7. (8 -2 for the combat result, +1 for the Captain). Rolls are: 7,7,7. 3 in a row. All the Platoons clear. Next the American Heavy Machine Gun Platoon opens fire across the way and rolls an 11! Thats a forced Morale check, normal modifiers. The German sergeant in that hex has a +2 modifier, he is quite the motivator! The Germans need 10 or less to pass. They pass easily. The Americans are out of units and it is now the Germans turn! The 2 German infantry platoon reinforcements and their heavy machine gun platoon move into the light woods to prepare to assault the American positions next turn. After that the Americans pass due to all units being done, then the Germans take each next segment and beging to dig in the units on the hill (scenario rules state they cannot move until Americans are within 2 hexes) Pretty uneventfull, so we move now to turn 3. TURN 3 1000 hours (10:00 am) It is time to roll Initiative again. Germans win 6-2! That means the Germans get 2 Action Segments in Turn 3 before the Americans even get to go. That is just what they needed to ensure they can assault that hex. The German platoons charge in and assault the Americans in the light woods hex. The assault strengths are German 21, American 19. The Germans suffer a -1 column shift due to the woods, but then get it back for having a regular undemoralized leader in the stack. The Americans get a +1 column shift and use the 24 table! Germans roll a 3 and get a M2 result, the Americans roll a 6 and inflict TWO step losses! The effects are simultaneous so lets get the American morale check out of the way first, it has a penatly of 2 to the roll. The American Lieutenant fails! Disrupted The American Infantry platoon fails! Disrupted The American Infantry platoon FAILS! DEMORALIZED The American Infantry platoon passes The Germans now take 2 step losses. Also the German player must make a Morale check at -2 on the survivors One German unit fails and is disrupted, the German HMG fails and is DEMORALIZED. The Germans got really beat up there, and that is not all. Now we must check and see if the leader got killed. The rules for this are: roll two dice, subtract one for each step loss in the hex (2 in this case) if its below a 2 then the leader dies. The Germans roll a 8 all is well. That turned out ugly for the Germans, but they still have one more free action segment. Not much to do here but finish digging in on the hill. The Americans get to go now, and the first thing to do is sort out that ugly Assault hex. Each side had so much morale damage that they wont be able to attack and the Americans have an demoralized unit that must be tended to. Needless to say they activate the units in the assault hex. The Americans manage to get the Rifle Platoon from Demoralized to Disrupted, and the other Disrupted Platoon recovers fully to normal. The lieutenant fails to clear his disruption. The HMG platoon is also activated this segment and rakes fire across the Germans on the hill across the way. This forces a morale check but the Germans pass easily. The Germans take an action segment and finish digging in one platoon. The Americans pass. The Germans take one more action segement and dig in the last platoon. The Americans pass, the Germans pass. We now go to TURN 4 TURN 4 1015 hours (10:15 am) Here we go again with Initiative. 3-2 a German win. The Germans get one free action segment before the Americans go. I remove all the Moved/Fired markers The Germans activate the Assault hex and opt to recover morale. The Demoralized HMG crew goes to disrupted and the Infantry platoon fails to recover and stays at disrupted. Play now passes to the Americans The Americans activate the Captain in the woods and he in turn activates the Lieutenant in the Assault hex. The HGM crew with the other Lieutenant is also activated. The assault hex now contains some beat up Germans, the Americans will go over to the attack and assault the Germans in that hex. Remember each hex is 200 meters, so that is quite a bit of space. The Americans add up all STR and it comes to 18, +1 for the leader = 19 The Germans are down quite a bit, but with their leader they come up with a 14 STR The Americans will have a -1 column modifier for counter assaulting in the woods, but they get +1 for having a undemoralized friendly NON AFV leader. The Germans have no column modifiers on defense so far. The Americans use column 18 and the Germans use table column 13. The Americans roll a "3" and force all Germans to make morale checks at +2 The Germans roll a "1" and miss with all defensive fire. This could spell trouble for those weakened German units. The weakened German Infantry fails morale check by 3 and becomes Demoralized! The others all pass their checks. The next activated unit is the Heavy Machine gun platoon and it will fire again at the Germans on the hill, but now they are dug in. It is a -2 column shift and this time they roll a "2" and force another morale check. The Germans clear it with a 7. That is it for the Americans action segment. The Germans pass across the board and so do the Americans. We go to Turn 5. However a special scenario rule states: "Starting at the end of Turn 4, roll a die. If a 6 is rolled, the Americans call in Artillery on the Germans and drive them back, ending the game prematurely." A 6 is rolled! Artillery rains down on the Germans on the hills and they are forced to retreat. The game ends in a draw, as the Americans have not taken 2 step losses and they have not captured the 3 hill hexes! RESULT: DRAW All in all this was the smallest battle you can play with Battle of the Bulge. The battle took about 45 minutes in game time to unfold, and was a small firefight. |
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A Quick Introductory Battle | ||||||||||||
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Introduction December 23, 1944. Company E meets up against elements of the 212th Volks Grenadier Division and attempts to take the high ground. German reinforcements enter in the west under American fire. American forces charge northward under German fire, their HMG is disrupted. American win initiative and assault uphill into the woods. Both sides suffer losses and the German lieutenant is killed (1). German reinforcements advance to reinforce. Americans again win the initiative and their HMG joins in the assault and the German Grenadier is eliminated. Germans counterattack the assault and the Americans lose a platoon! (3) Americans take one platoon to the east to capture the vacated victory hex as half a platoon hangs back to hold the Germans off. American HMG assaults the disrupted Germans but backfires! Americans reduced. (4). About to take their objective, American artillery is contacted and begins to bombard the area. Battle Ends. GERMAN VICTORY! AftermathHad the battle not ended, it would have likely been a draw if the Americans could have held on to the easternmost objective. A very quick battle playable with the Five-Minute Rules for those new to the series. Scenario Rating: 3/5 for an introductory scenario. |
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BotB#1 Interuption OR Don't blink or you'll miss the end! |
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The setup leaves little option for either player. On turn one the Axis get the initiative and advance on to the US left flank loosing a HMG step in the process. On turn two Co. E's 3 INF platoons advance on hex 0903 in anticipation of an assault, leaving the HMG platoon to deal with the Axis reinforcement group. The US INF passed their morale check and were now in position to assault on the next turn, which they did, but not until the Axis won the initiative first and fired, disrupting one of the US INF platoons waiting to assault. When their turn came up the US assaulted anyway. The result was inconclusive. The axis could not reinforce the assault hex because of special rule one that prohibits axis units from moving unless the US were within two hexes, which they were but not with a leader so no advance. At 10:30 the Axis win initiative again and the Axis reinforcement group fires again at the US HMG on the 16 col. and get Snake eyes for two step losses. Game over. Axis win. This was a nifty little scenario. The US suffered with mediocre leadership. The axis suffered because of a faulty set up that allowed the initial victory hex to go without reinforcement. Even if the US had not lost the HMG they still would have to have made it past the special rule die roll that could end the scenario at any time. |
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Cross that road Lieutenant! |
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Played solo. German tactics: Dig in as soon as you can; Reinforcements were entering long the road to provide flanking fire, knowing the Ami's would have to move quick to reach the hill across the road American tactics: run as hell across the road and assault the closest strongpoint: hex 0903. In this way 1006 would be out of the 2 hex range and even out of firing range. The Americans almost succeeded.. almost.. Reluctant to cross the road on turn two because of the German reinforcements to their left, they tried to neutralise them before crossing, but the Germans held their ground.. and fire power. On turn 3 there was no lagging time left and the Americans went for it, harassed by flanking fire and fire from 0903. One step was lost, but they were at last in a position to make the final assault, covering their left flank by one Inf unit plus a Lt, to keep the German flanking units from interfering. Turn 4 saw the first assault turn against one unit of dug in Grenadiere, they lost a step but kept up their integrity. The unit and Lt from 1004 were now triggered and went in to support. Gainig the initiative in turn 5 saw the Germans going in 0903 for support. The ensuing cost them their 2 officers and another German step. But also the Americans suffered. Loosing the second step made them aware that only the sole occupation of hex 0903 would get them a draw at most. It was not to be so, on turn 6 a 6 was rolled, end of scenario and a German victory. |
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What Was That All About? |
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Dear Ma and Pa. Well I finally got here. First day out of the Replacement Depot and saw some action. Sure was wild. Everybody around here amazed at this morning's "entertainment." We was gettin ready to go after some Krauts up in some little hilly area. Al of a sudden here come some more down the road. So the Captain and the L. T.s figure this is gonna change the day. Maybe a little less humping. But we got words we needed to clean out these guys and get our butts up there in the hilly side mos skosh. So we just waited for these knockwursters to get a bit closer and then started to try and pick 'em off. Maybe get 'em to go back t'other way. The Cap had everybod in a nice place under some trees. We started rippin' at 'em but for 15 mins we didn't even seem to distract those wieners. Well we all wanted to move out after them but the brass said no, lets just see what they think they want to do and we can really fix 'em up. Anyway some Sgt. of their's takes a platoon up into the hills and some dingaling Looie comes at us with another bunch of clod hoppers and a couple or four big machine guns. Waltzes right up to us and you could see the bayonetts going on. I about crapped my shorts Dad. Was just like you told us about your war. We opened up on 'em again and the Cap took a few shots at the Seargent and his flock. The guys we was shootin' at and the other group just hunkered down a bit a stayed put. Our lead just didn't seem to bother them at all.That big blond Lt just spoutin that Furher this, and Furher that, stuff. Then it hit the fan. That Sgt. took his guys up into the hills, right where we was to go and seemed to just disappear. But, those guys next to us, damn, the just came wailing in. We shot everything we had. Next thing you know it's Katy bar the door. They only had about half the guys we had but they knew what they was about. We opened up and got a squad of the doggies and another of the Machine gunners. That should had really sent them a shock. Maybe even some of 'em run. Nope. They took it like hogs to sweet corn. That warn't the worst of it though. We took a lot of on target crap. Our heavies really pi... errr, upset the Captain. He'd brought a platoon over of our own HMG guys. Some of them started sceaming "they got boxcars of ammo." We thought they had pretty good moral over there. Just like us. Nope. They went from a real tight group to a pack of running bunnies tootsweet. Yeah Dad that's still a popular word over here. Captain kicked a tree so hard when he saw that he busted a toe. A L.T. said that's a Purple Heart fer sure. Capt almost ripped his bal... shorts off. Then jus as we wuz gonna start up again, there was a helluva noise. I never heard anything like it before. Then there was this almigty flashing and explosions, dirt flying up all over the road, the hills, I was about ready to crap my ... um sorry. I asked my buddy what the heck was that that all about? He said it was some arty guys covering up our "six." He said it was real unusual we got support that fast. Anyway the end of it was, that Jerry Lt and what was left of his guys took off. They wuz a smaart butt group. They just saluted and away they went like off to a parade. As a Bit I met a few weeks back said - "all in good order. That[s how to do it." An' we just waited for lunch. Never did get upn those hills tahday. Guess we'll do it tomorrow. Maybe we can get some better chow tomorrow. It says on the can that Spam is Ham. Don't taste like ham to me. Tell Sally Jane I miss her a good bit. How's my dog? I miss Rufus most terrible. Your Son Willy |
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Americans Leg It ! - But Its Considered A Draw ? | ||||||||||||||
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Game played ftf with Wayne Baumber on one of our 'short quick scenarios' gaming days. I chose this as so many others had played out this battle so why not us. Only a tiny amount of units involved so I'm going to admit with surprise that I really liked this scenario. Here's the report (with game terminology bracketed) followed by the end 'chatter' E company, 10th US Infantry Regiment were ordered to advance on the hill facing them and take one of the three points located on it (VC Objectives). Facing them were infantrymen of the 212th Volksgrenadier Division. At 0930 hours the American advance got under way led by the company’s Captain. At 1000 hours and upon reaching within 300 yards of the hill, the troopers began to receive fire from the Volksgrenadiers raised positions. These opening bursts of fire unsteadied the American platoon at the centre of the advance (demoralised) and the forward movement of the US soldiers was instantly shaken.(command sub-activation broken) Failing to recover in time and leaving the line in a disordered and uncoordinated state, there was no option for the Amis but to backtrack to the wooded area behind them. This was even more so as German reinforcements in the guise of another two grenadier platoons and an MG platoon were now advancing on the Americans from the west. The German defenders on the hill were unable to follow up too quickly for fear of any American surprise ‘double-back’ movement attempt that may have ended with their positions being swiped from under their noses. For that reason, their follow-up was measured. The Americans presented only one real opportunity during the retirement to be fired upon in a open position, but the German fire received was mainly ineffective.(see end comments from author :-) The Americans continued into the safety and cover of the woodlands and there the short battle would end.(This went the whole 8 turns and was not ended early by the special rule). If one wanted to analyse things, then tactically, the engagement was a German advantage overall (being chased into the woods to avoid 2 step-losses), but with casualties so low (neither side lost a step) and countable on both hands of the two sides, the meeting of these protagonsists was considered a draw. Though there were no casualties, it was still a thoroughly engaging short scenario. The high-point came in turn 7 when, for once, a German fire group that totalled 16 for the direct fire column had the chance with a double 1 rolled to knock out a 2X loss on the Americans and win the game. "Double one and you win" said Wayne. Last time he said that in a BotB game (Reuler), I amazingly rolled it to take out the VC point artillery battery and win. Realising what he said, he covered his mouth with his hand saying "idiot" at the same time. I rolled the dice down the dice tower and one landed on a 1. The other dice spun madly for 3 seconds or so with Wayne exclaiming "I don't f***ing believe it". My 1-36 chance was down to 1-6. With me giggling waiting for it to stop, it was only disappointment that followed as the die landed on a '4' for a rolled 5 M1 MC result. Good fun and draw to keep both sides content (even though the essence and spirit of victory was with my Volksgrenadiers LOL). A decent 3 rating from me |
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No chance at all |
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That doesn't apply to the scenario, just this run-through of it. After a long hiatus from PG, I'm jumping back in and Battle of the Bulge was the 1st PG game I saw in my "box o'AP games." This is a very basic scenario with just a handful of units, so it was great for refamiliarizing myself with the system. The Germans had better leaders, but the Americans did have some firepower advantages. Unfortunately, the Germans outrolled them in every assault, and the Americans weren't able to meet their objectives. The Germans, needing only 2 American step looses to meet their objectives, had caused 4 by the time it was all said and done. |
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Good, solid, intro fun | ||||||||||||||
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This one is good, solid fun for intro play. I introduced my good buddy to the system with this scenario. The initial firefight as the Germans come in from reserves is intense and fun. Then it's a dash across open ground for the US to assault the objective. Great place to start. |
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Vicious close combat in wooded hills |
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Initial solo play. Set up Americans with plan of using HMG to suppress German positions on opposite side of valley prior to a mad dash by balance of American units on German right flank. Germans got initiative and began to bring on units behind American position (one hex out of American view in woods). Initial American HMG attack went quite well, demoralizing left flank German unit not hidden by initial spotting considerations. American rifle unit within range of right flank German unit managed to disrupt it with initial attack. Germans again win initiative and proceed to assault rear most American position, inflicting a step loss and killing an American LT with a die roll of 3 on casualty roll. Prior American opportunity fire had been ineffective. Stronger American platoon stack felt it necessary to join close combat (needed un demoralized leader to give a decent chance to Americans) as Germans piled into ongoing assault hex with HMG platoon. One American platoon sent on dash across valley was quickly demoralized by German fire. Assault hex devolved into further melee with German step loss and loss of a German leader, but additional American step loss effectively doomed American efforts. |
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Attack Interrupted | ||||||||||||
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Interruption is one of the smallest PG scenarios available, easily playable in an evening. The Americans, consisting of 3 infantry platoons and an HMG platoon are required to take one of three victory hexes while preventing the loss of 2 or more steps being inflicted on them. First turn, The Germans get 3 activations before the Americans move and they proceed to move onto the board and face immediate OPFIRE which results in a step loss. Since the rest of the Germans cannot move until released by proximity of the Americans, the turn ends. Americans win initiative next turn and begin to advance on 0903, in hopes of surviving OPFIRE and getting in position for an assualt. However, the German OPFIRE was extremely effective, producing two "M1" results on the same stack causing a disruption and demoralization. After that, several turns were spent trying to recover, which the Americans were never quite able to do, finally losing the entire HMG platoon and having an INF platoon flee back into the woods. American Arty arrives on turn 6 (a six was rolled) and ends the game. After playing this quick game, I looked at the map and probably could have made a better move when approaching the Germans in the static positions, having released two of the three hexes by my approach. The dice rolls were also extremely brutal against the Americans and when they lost the HMG unit, The entering Germans perched on the southern hill in the woods and created a killing zone that would have been brutal had the game continued. The scenario seems to play well solo, providing a puzzle for the Americans to figure the best way to gain a victory hex without losing 2 steps. |
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Germans route Americans with heavy losses |
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The US forces quickly crossed the open ground to attack the closest platoon on the heights. The Yanks took losses and were unable to get much momentum. Close assault ensued, and the Germans were able to reinforce causing more losses to the US. In the end, the Americans were pushed back with few forces remaining. The Germans held onto all the VP locations on the heights. |
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Decent fun learning scenario | ||||||||||||
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This is my second attempt at a PzG scenario. The first - Orange Hero from Airborne IE - I did not finish as I did not find it conducive to intro play or soloing (I may be interested in trying it again at some point, but with so many scenarios to choose from I am not sure it is worth the effort - the map for Airborne IE did not help much either) As well as BofB, as of writing, I also have Cassino '44 - both of which I won on the FB play it forward group (which I recommend as an excellent group by the way) - and obviously Airborne IE (which I bought on Evil-Bay naively believing it was an introductory game, which it does not actually appear to be.) Before the AAR - some comments on BofB itself from the perspective of someone totally new to PzG. The box art itself notwithstanding (I found it garish and oddly reminiscent of Action Man wallpaper I lusted after as a kid), the production is ok. The counters for PzGr are probably the best feature here - indeed some of the best looking unit counters out there - at least the ones I have seen thus far. The Bulge maps are also much better than AB IE (not a huge achievement I know) – if not up to Cassino ’44 standards (a high benchmark for any game to rival). The number of scenarios is impressive, but I find myself wondering at the quality of some of them and feel the sheer number may be a disincentive for replaying them and testing them fully. Personally, I would be happier with fewer and demonstratively better ones. Anyway, the AAR... This is not a blow by blow account as I did not keep records of the turns. I played the game over the course of a week, grabbing a move here and there as time allowed. I have to say that as the week progressed, I found the rules to be less puzzling (I still find them a bit badly organized) and the game itself more addictive (I found myself playing two turns at a time towards the end when I had only intended to play one.) The scenario began with the US (who were organized into an infantry group and a supporting gun group) taking the initiative and all firing on the northern-most German position. This took a morale hit and the arriving Germans replacements headed for the NE woods to support it lest this probing action turn into a fully blown attack. Subsequent opportunity fire from the US HMG eliminated a step from their German counterparts as the latter (along with the German infantry) moved to better support the Northern and Middle German positions. The US infantry group – which had moved to threaten the Middle German position – then swung south to the (leaderless) Southern enemy position. The Germans headed south to support, with some units engaging the American HHG as it moved south down the road and/or fired harassing fire at the German units on the way. The Germans took and recovered from some morale hits on the way – as did the US HMG team. The main US infantry group positioned itself immediately south of the Southern German position and began softening it up with DF. The US HHG continued to head south to support/ alternating this movement with firing on the German HHG which was now struggling with morale issues as well as down a step. This German HHG recovered morale-wise and ended up in the Middle German position, providing supporting fire to the now seriously threatened Southern Position. The US HHG took up position adjacent this German southern position and continued to soften it up with the infantry group. By now the Germans had moved all their infantry reinforcements into this position but it was to prove too little too late. The Germans suffered step and morale losses and, by the last turn were reduced to two under-strength infantry units at this location. The US – who had won the initiative throughout most of the game – increasingly so as the Germans suffered step losses – opened the last turn firing on the besieged German position with their HMG group before the infantry group assaulted. This assault was successful and the last two German units were eliminated. The US victory cost them no casualties, although the gun group did take morale hits they were able to recover from. I made a few rule errors I was mainly able to correct. All in all, a surprisingly enjoyable little scenario that proved good for learning some basic rule elements. Replay may be in order when I know the rules better (or have a live opponent) but again, with so many scenarios to choose from, I am not sure the incentive is there. We will see. Scenario is recommended by this PzG rookie (or 'sprog' as we say in the British army) with the caveat that the 3 score is based on someone learning the game and, I suspect, would likely fall to a 2 for someone more familiar with the system. |
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Nice AAR, Burgmark! Bulge gets overlooked nowadays but it has some rock solid scenarios and lots of combined arms. Don't hesitate to make use of our forums with any rules questions, tactics, or whatever. Welcome to PG-HQ!
decent very quick very small scenario |
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This scenario is decent for what it is - quick and very small. I had the Yanks set up on the ridgeline in the heavier woods. The German reinforcements entered cautiously, not yielding any direct fire attacks on turn 1. Turn 2 the Yanks shifted north to within three-hex range of 0903. The German reinforcements followed them, rounding the big hill's corner enough to target one flank of the Yanks. On turn 3 the Yanks fired at 0903, then the Germans fired at the left flank of the Yanks causing a casualty. I repeated on turns 4 and 5 with no further result. The Yanks got in tough with their artillery at the end of turn 5 to end the scenario. The Germans were close to winning but didn't cause the second required step loss. The Yanks were still across the flat divide from the Germans in the victory hexes. |
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Quick and easy, just like your m- | ||||||||||||||
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Shad's Note: I'm dumping in a bunch of my old BGG AARs. If you've followed my "work" on BGG then you've read these before... The Americans won by capturing the first VP hex (0903) and holding on until a 1d6 roll of 6 ended it early as per Special Rule #3. |
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It's your mother... Yes? ... She's still ea- | ||||||||||||||
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Shad's Note: I'm dumping in a bunch of my old BGG AARs. If you've followed my "work" on BGG then you've read these before... The Americans won again by capturing the first VP hex (0903) and holding on until a 1d6 roll of 6 ended it early as per Special Rule #3. I do think this is winnable as the Germans and this tiny scenario shouldn't be overlooked by PG veterans. |
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Heer (barely) holds off US hill assault: solo play | ||||||||||||
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German Ldrs: Lt 9-0-0 and Sgt 8-1-0 for set hexes; Cpt 9-1-1 and LT 8-1-0 for reinforcing company US: Cpt 9-2-1; LTs: 9-1-1 and 9-0-0 US sets up in hexes 0503 and 0603. Germans enter 0701 -> 0802. US OF rolls are '8' and '7' respectively and Heer units make morale checks. German victory hex units begin digging in. These results were probably the most significant in the scenario. Essentially, US units move along the light woods then N to attack the easternmost victory hex. Germans pursue from the W. Turn four: German 30 DF vs US LT/HMG/INF rolls a 7; all US make. All US units now adjacent to, but at level below hex 1006 (maybe I should have taken an extra turn to move the US units east to the contour line to avoid the col shift in the subsequent assault). Turn five: Germans get init: a '10' roll on the DF column yields a US step loss. US assaults with result of a US step loss (Germans roll a '5' on the 13 col (5 + 1 (ldr) + 1 for defending at higher elevation). Two step losses for the US now which satisfies GER victory condition. Turns six-eight: assault and adj DF attacks continue. US inflicts two step losses on Heer, but cannot wrest control of hex 1006. Hence, German victory. Final Dispositions: Hex 1006 (assault): US: Cpt(dis); LT (G.O.); INF (G.O.); HMG (G.O.); INF (red, dis). German: LT (G.O.); Gren (G.O.); Gren (red, dis) x2. Hex 0906 US LT (G.O.); INF(red, dis). Hex 0905 GER Cpt; Sgt; Gren; HMG all G.O. Hex 0903 GER LT & Gren (G.O.) - these were never able to move. My sense is that had those initial US opportunity fires been more severe (even a few disruptions) the situation would have been much more dynamic. As it was, the Germans simply followed the US up to the assault hex of choice. Of course, it was also true that the Germans had a good 30 DF attack also go sour on a '7' roll, so ... Probably an excellent "starter" scenario. PS I should note that I ignored the "interruption" rolls choosing to play the scenario out to its full eight turns. Had a '6' been rolled after turn four, a 'draw' result would have attained. Otherwise, as this play developed, any game ending roll for US OBA would have led to a GER victory at that point as the US never had full control of a victory hex and the Heer had inflicted two step losses on the US by turn five. |
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Bluff and double Bluff | ||||||||||||||
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A strange scenario this, US forces have to take a single point om the ridge line opposite before they can move forward a German spoiling attack hits the US flank. As the US player I tried to skip across and capture the furthest point from the German flank attack, this worked in one way has the German commander (the redoubtable Herr Hughes) moved to reinforce his line rather then continue his attack. I attempted to form a fire line but alas the middle platoon demoralised on me and never recovered, in such a short game I realised there was no way to force a victory and withdrew back to the woods. The Germans to win have to take two US steps and at one point in the game that was possible with a double one, there was a slight feeling of deja vu (See BoB report on Reuler)as Herr Hughes rolled the dice but this time I survived. This was a small entertaining scenario with lots of manoeuvre and some bluff and double bluff as Vince tried to tempt me into a premature attack and I feinted an attack on one point. However in such a small time frame scenario there are only limited options and this scenario has little replay value. |
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Battle of the Bulge Scenario 1 | ||||||||||||
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This is obviously a learning scenario, and the special rules hint at using the 5 minute rules that were published at the time to play it. It has value in that regard, as it introduces basic infantry combat, set up, movement, and board entry; without complicating it with weapons or armor units. The Americans in my game set up their HMG and one INF unit to fire on the closest target hill hex while the other INF units advanced (having to wait until turn 2 of course due to special rules). The Germans got lucky and caused a step loss in opportunity fire with a "2" roll. The Germans advanced their reinforcements behind the Americans and sandwiched them, causing step loss 2 with their HMG + Gren stack. German victory. |
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Beginner's mistakes | ||||||||||||
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This one is good for experimentation only. STILL messed it up. |
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