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 II
Battle of the Bulge #8
(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 BaBu008
Total
Side 1 13
Draw 0
Side 2 5
Overall Rating, 17 votes
5
4
3
2
1
3
Scenario Rank: 745 of 940
Parent Game Battle of the Bulge
Historicity Historical
Date 1944-12-16
Start Time 18:15
Turn Count 14
Visibility Night
Counters 59
Net Morale 0
Net Initiative 3
Maps 2: 11, 9
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 81
AAR Bounty 153
Total Plays 18
Total AARs 4
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

For most of the 16th, the Vienna Division's engineers labored to build a bridge across the Our River, dropping several vehicles into the waters as spans collapsed. As night fell the Germans finally completed a heavy bridge across the Our. Tanks and heavy weapons were soon crossing the river and driving west to support the attack on Marnach. Only a few could enter the fight at a time thanks to the narrow road leading up from the river.

Conclusion

The one American tank platoon that had arrived earlier in the day had been sent to Hosingen. Without tank support, the arrival of German tanks overwhelmed the defense. The last radio message from the town, noting the arrival of German halftracks, came at 1815. Nothing further was heard from B Company.


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
  • 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).
  • 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
  • Motorized
United States Order of Battle
Army
  • Motorized
  • Towed

Display Errata (2)

2 Errata Items
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 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)

Display AARs (4)

A Thorn in the Side
Author dreierj
Method Solo
Victor United States
Play Date 2015-09-17
Language English
Scenario BaBu008

The Germans must take the town and exit several units to the west in three and a half hours. A combination of artillery and armor-supported assaults was the strategy to accomplish this goal. The American strategy was to use artillery and fall back to delay the Germans as they attempted to take the town. Based on my experience in Marnach I and the historical outcome, I expected the Germans to prevail. The Germans cleared out most of the town, but stubborn American defense (aided by several favorable die rolls) of two hexes continued. In the last 15 minutes, the Germans were poised to exit the required units, and were assaulting the final American-held hex (a reduced infantry platoon) with armor, an engineer platoon, and a HMG platoon. A 1 was rolled, and the American leader and infantry passed the morale checks. The Americans denied victory to the Germans. Several factors led to this outcome: 1) the Germans were not aggressive enough in the first few turns, 2) the Germans did not effectively employ armor and engineer units in early assaults, and 3) in many critical instances, the dice rolls favored the Americans, especially when it came to availability of German artillery, morale checks and recovery, and combat results. In short, I did not use employ German forces in an effective manner. I am still learning the importance of armor and engineers and their valuable contributions to town assaults. I am also realizing that with short scenarios, the attacking force must act quickly and effectively to get the victory.

0 Comments
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Holy Catfish! Look at all the Germans! (II)
Author Grognard Gunny
Method Solo
Victor Germany
Play Date 2023-02-07
Language English
Scenario BaBu008

Another crunch on the town. The Americans don't stand a chance. The only socially redeeming factor was that there was a lot of tanks to play with.

1 Comment
2023-02-08 09:44

OK, I see where I made the mistake. The Mortars are in the compartment with the ground troops and I was looking in the "gun" compartment for a three inch howitzer. (I have things set up in plastic compartmented containers for ease is setting up.) (It STILL takes me a long time!)

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Battle of the Bulge Scenario 8
Author triangular_cube
Method Solo
Victor Germany
Play Date 2017-01-08
Language English
Scenario BaBu008

The Americans set up first in the town on board 11 which is inverted? from the previous scenario. They set up their defense pointing eastward in order to intercept the stream of reinforcements from the Germans, which includes a large number of tanks that will overwhelm them easily unless they are slowed up significantly through poor German rolling.

The Germans take advantage of the set up, and place their starting units on the northeast hill on board 11 to walk into the town relatively unopposed. They do this and the Americans redeploy their defense on turn one, but the Germans are already adjacent to the town at this point. The Germans win initiative on turn 2, OBA the Americans and assualt. The Germans tie the Americans into stalemate assaults until reinforcing tanks knock out the Americans.

German victory.

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Panzers Crush American Infantry
Author Arisaka92
Method Solo
Victor Germany
Play Date 2019-05-02
Language English
Scenario BaBu008

A very short and bloody scenario. German infantry start 4 hexes away from the American defenses in town, and due to the hill they can stay out of site pretty well until close. By turn 3 German troops were in the town and in hand to hand combat, two Panthers arrived on turn 4 and by turn 7 the M8 in town was blow to pieces. Overall Germans lost 4 steps, the US force was completely destroyed by turn 10. Not a particularly balanced scenario, but quick and had action.

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