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!
The Greyhounds: 16 December
Battle of the Bulge #19
(Attacker) Germany vs United States (Defender)
Formations Involved
Germany 156th Panzergrenadier Regiment
Germany 16th Panzer Regiment
United States 112th "Sixteenth Pennsylvania" Infantry Regiment
United States 28th "Keystone" Infantry Division
United States Army
Display
Balance:



Overall balance chart for BaBu019
Total
Side 1 3
Draw 1
Side 2 3
Overall Rating, 7 votes
5
4
3
2
1
3.14
Scenario Rank: 669 of 940
Parent Game Battle of the Bulge
Historicity Historical
Date 1944-12-16
Start Time 04:30
Turn Count 54
Visibility Day
Counters 86
Net Morale 0
Net Initiative 1
Maps 4: 10, 11, 12, 9
Layout Dimensions 86 x 84 cm
34 x 33 in
Play Bounty 128
AAR Bounty 171
Total Plays 7
Total AARs 1
Battle Types
River Crossing
Urban Assault
Conditions
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Battle of the Bulge Base Game
Introduction

116th "Greyhound" Panzer Division's 156th Panzer Grenadier Regiment's first day objective was a bridge across the Our River at Ouren. Once secured, the division's panzer regiment was to drive west. In their path stood the 28th Infantry Division's 112th Regiment.

Conclusion

The German advance was slowed, but not halted by the 112th. By 0630 German infantry had reached the 1st Battalion command post. During the day clumsy German attempts to attack Ouren were repulsed with heavy casualties. In the afternoon German attacks improved, even including flamethrowing tanks (all of which were easily destroyed). As night fell large groups of Germans could be heard in the woods near 112th Regiment's positions and the ominous clang of tank tracks promised an even tougher day tomorrow.


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).
  • 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
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)

Display Order of Battle

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

Display Errata (4)

4 Errata Items
Scen 19

Setup instructions tell the American player to place Company B on board 8. Board 8 is not included in this game or the scenario setup. I believe this should be board 9.

(triangular_cube on 2021 Jan 27)
Scen 19

Visibility chart is missing from this scenario, unless it is intended to be daylight through the whole scenario starting at 0430? I used the visibility chart from scenario 18 which takes place on the same day to determine dawn.

(triangular_cube on 2021 Jan 27)
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 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(Shad on 2010 Dec 15)

Display AARs (1)

Hold and Go
Author arixius
Method Solo
Victor Draw
Play Date 2014-05-29
Language English
Scenario BaBu019

For the Americans to win they must hold all but three town hexes so if they can't hold the big town on board 11 then they will lose; so this was their focus.

Getting the first two turns without US interference allowed the Germans to grab two hexes but, as the US advances the Germans were eliminated.

They established a hold on the town and began to build a line to the south end of board 11 to avoid a German flank by its tank reinforcements. This, of course, stretched the Americans.

The Germans needed to reduce this line to run their tanks by and claim towns on the southern two boards so they beat the American line with artillery and made a diversionary advance north of the board 11 town to draw units from the south. Tanks were due soon and the "thin GREEN line" held, so the Germans advanced their troops to engage the line directly.

After many assaults, except for a few leaders, ALL of the German units were eliminated. This ruined the chance of a German victory (more than 12 steps were lost), but it did shred the American's front. The German leaders continued calling in artillery and a few US platoons were sent forward to chase them down.

The first German tank reinforcement took the long route north of the town. It did manage to move some american units north.

The German infantry reinforcement advanced both into the town and to the south end of the American line to hold then Americans at both ends.

Finally the last tank reinforcement entered and bolted along the south edge of board 11. By this time the northern tanks were well west of the town and heading south.

The Germans held three town hexes on board 11 and were pinning the Americans in assault. The Americans, desperate to put up a road block, sent in the mortar platoons to block the panzers. One panzer smashed into the dug in platoons to hold them while the other panzer flanked.

The Americans managed to set up one more roadblock in board 10, but the tank platoon taking the southern route finally managed to reach the town on board 11. It took out the AT gun and held the town.

The Germans managed a draw. I don't see how the Americans can win. After seeing how fast the tanks could flank the Americans, the Germans should have spent the first several hours bombarding the Americans and delayed their assaults to reduce their casualties and claim a victory.

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