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: 17 December
Battle of the Bulge #20
(Attacker) Germany vs United States (Defender)
Formations Involved
Germany 1130th Grenadier Regiment
Germany 156th Panzergrenadier Regiment
Germany 16th Panzer Regiment
Germany 560th Volksgrenadier Division
United States 112th "Sixteenth Pennsylvania" Infantry Regiment
United States 28th "Keystone" Infantry Division
United States Army
Display
Balance:



Overall balance chart for BaBu020
Total
Side 1 6
Draw 1
Side 2 0
Overall Rating, 7 votes
5
4
3
2
1
2.86
Scenario Rank: 812 of 940
Parent Game Battle of the Bulge
Historicity Historical
Date 1944-12-17
Start Time 05:00
Turn Count 64
Visibility Day & Night
Counters 126
Net Morale 0
Net Initiative 0
Maps 4: 10, 11, 12, 9
Layout Dimensions 86 x 84 cm
34 x 33 in
Play Bounty 142
AAR Bounty 171
Total Plays 7
Total AARs 1
Battle Types
Inflict Enemy Casualties
River Crossing
Urban Assault
Conditions
Entrenchments
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Battle of the Bulge Base Game
Introduction

After failing to dislodge the elements of the 112th Infantry Regiment on the 16th, the 156th Panzer Grenadier Regiment of the 116th Panzer Division had been reinforced with the 1130th Grenadier Regiment of the 560th Volksgrenadier Division and the 116th's Panther Battalion. The Germans had a better picture of American positions and anticipated success. The thing was, the Americans had been reinforced as well.

Conclusion

The American lines were again pounded by artillery fire in the predawn hours, especially the 1st Battalion positions. The Germans drove up to the positions of Company A. Tanks firing directly into the foxholes destroyed a platoon and opened a hole through which more tanks drove into the positions of Company D. The Americans stubbornly resisted, but the Panther tanks of the 116th proved to be the key to success. At a heavy cost of men and tanks the Germans took Ouren (Board 12).


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
  • 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
  • Mechanized
  • Towed

Display Errata (5)

5 Errata Items
Scen 20

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 30)
Scen 20

Special rules indicate .. Beginning with Turn Fifty-Eight (1945)... Turn 58 is not 1945.

(triangular_cube on 2021 Jan 30)
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)
Overall balance chart for 25

The M18 has a special rule in Battle of the Bulge but it applies globally: "A two-step M18 unit can fire one anti-tank shot and move half its movement allowance (retain fractions) in a single impulse. The order in which it does these two actions is the player's choice."

(Shad on 2010 Dec 15)

Display AARs (1)

Germans Overrun Our Boys!
Author arixius
Method Solo
Victor Germany
Play Date 2014-06-01
Language English
Scenario BaBu020

Even if the Americans drew great leaders (they didn't) and they didn't loose their mortars in the first hour of battle (they did) they couldn't of withstood the 24(!) GREN lock-stepping towards their entrenchments. It was like a huge amoeba devouring a tasty GI tidbits. The most difficult part was keeping the Germans from tripping over themselves.

On the other hand, it is a very rare PG scenario where a player can completely eliminate the other side. :)

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