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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Marnach I
Battle of the Bulge #7
(Attacker) Germany vs United States (Defender)
Formations Involved
Germany 28th Engineer Battalion
Germany 304th Panzergrenadier Regiment
Germany Heer
United States 110th Infantry Regiment
United States 630th Tank Destroyer Battalion
United States Army
Display
Balance:



Overall balance chart for BaBu007
Total
Side 1 6
Draw 1
Side 2 11
Overall Rating, 16 votes
5
4
3
2
1
3.5
Scenario Rank: 415 of 940
Parent Game Battle of the Bulge
Historicity Historical
Date 1944-12-16
Start Time 08:00
Turn Count 36
Visibility Day
Counters 59
Net Morale 0
Net Initiative 3
Maps 2: 11, 9
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 87
AAR Bounty 147
Total Plays 18
Total AARs 5
Battle Types
Exit the Battle Area
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Battle of the Bulge Base Game
Introduction

With a first-day objective of the town of Clervaux, the lead elements of the 2nd "Vienna" Panzer Division crossed the Our in the early morning darkness and marched west. By 0800 the Germans were approaching the town of Marnach. In defense were B Company, 110th Regiment, 28th Infantry Division and a platoon from 630th Tank Destroyer Battalion.

Conclusion

The American defense was bolstered by the movement of tank destroyers into direct fire support positions in mid-morning. The town held and the Germans bypassed it. Late in the afternoon a tank platoon joined the defense. Despite the retention of the town, other American positions in the area were being captured. It was only a matter of time before this one fell as well.


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
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.

Display Order of Battle

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

Display Errata (1)

1 Errata Item
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 (5)

Germans Roll Through Marnach
Author dreierj
Method Solo
Victor Germany
Play Date 2015-09-11
Language English
Scenario BaBu007

In this scenario, the Germans must control the town and exit nine units off the west edge. The victory condition is met at the end of any turn in which they have accomplished these goals. The Germans already in place started the day by approaching the town as the reinforcements slowly entered from the east. Using artillery, direct fire, and assaults, the Germans took many of the town hexes. The hope was to take the town and exit the units to the west before the American reinforcements arrived. It looked good, but a couple of American infantry platoons held on. The American reinforcements (infantry and two M4 platoons) arrived and approached to contest control of the town. The M4s saw an opening and assaulted a German infantry platoon. They made the mistake of assaulting without infantry support and uphill against a small German force that included an engineer platoon. A great roll of the die resulted in a loss of one step and both M4s ended up demoralized. More German reinforcements arrived in support, and the Americans were dislodged from the town. At 2:00 PM, the Germans were in complete control and had exited nine units from the area.

I enjoyed this scenario. I learned that there are serious consequences when armor assaults without accompanying infantry (I won’t likely do that again). That extra bonus for presence of an engineer is also a big factor.

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Almost lost it!
Author Grognard Gunny
Method Solo
Victor Germany
Play Date 2023-02-04
Language English
Scenario BaBu007

The Battle for the town (as usual), was the most difficult part of this scenario. Once the town was taken and all the Americans were on the run, it was an easy task to head for the West edge of the map. The only problem with this is the reinforcements from the South edge. IF the Americans had only held on for another couple of turns.... a different outcome?

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Battle of the Bulge Scenario 7
Author triangular_cube
Method Solo
Victor United States
Play Date 2017-01-08
Language English
Scenario BaBu007

The Americans set up on the east border of the town, on the crest of the level 2 hill in order to intercept the initial German attack, with plans to fall back into the town intself and await their own reinforcements once sufficient Germans were on the board. The Germans deployed opposite them on board 9, on their own level 1 hill in order to skirmish with the Americans, and trust in their stronger, albeit random, OBA to push them back until their reinforcements arrived.

The Americans ended up winning the artillery dual, rolling a "2" on bombardment fire with their combined OBA on both turns one and two (lucky devils : ) ). This shattered the German initial force, which fell back to the crossroads on board 9 to wait for reinforcements. The Americans fell back to the level 2 hill crest surrounding the town and dug in.

Once approximately half the German reinforcements arrived, they moved forward, sending half the forces up the middle and the other half moving southward in a flanking attack, hoping to be inside the town and contesting it before American reinforcements arrived. The Americans ended up rolling a "12" with an adjacent MG + INF stack that stopped the German move up the center (yeah... lucky rolls this game all over for the Americans). Germans reached the casualty count for VCs and picked up their pieces instead of fighting for a draw with a weak board position and American reinforcements on the way.

American victory, losing only their mortars in this one. American artillery gods at work in this one...

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Shermans versus Grenadiers
Author Arisaka92
Method Solo
Victor United States
Play Date 2019-04-25
Language English
Scenario BaBu007

This scenario is really a race against the clock. Despite the first 10 turns going quite well, with major US losses and Germans entering the city, the tide began to turn fairly quickly after that. I was rolling quite well and had about 3/4 of the German reinforcements on the board before the US infantry reinforcements arrived, but they caused the Germans to divert forces assaulting the town to deal with them. Soon after the rolls became bad for the Germans and fantastic for the US artillery, crippling the German advance. On turn seventeen the Shermans arrived and massacred the MG groups who were providing fire from outside the town. By turn 21 the Germans had lost 8 steps and were therefore forced to call off the attack. Despite this, not too unlike the actual battle, the Germans did manage to get the necessary number of troops evacuated by bypassing the town.

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A Twist on More of the Same
Author arixius
Method Solo
Victor United States
Play Date 2012-08-23
Language English
Scenario BaBu007

This scenerio requires the German's to clear and hold a town and exit nine units off the west edge while avoiding eight step loss. The Germans managed to eliminate the US garrision by turn 11. They had three turns before the US reinforcements arrived so the spent that time exiting the nine units and organizing their position in the board's town hexes. This is where the twist occurs. Now the Germans have to defend against assault. Up until now this has been the US's strategy. The US picked an end town hex and poured troops and tanks into it. As the turns passes the Germans continued to feed fresh troops into the hex. The US never managed to clear a town hex, but did manage to eliminate eight German steps. The scenario was pretty static for my tastes, so I gave it a 2.

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