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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Team Desobry
Battle of the Bulge #24
(Attacker) Germany vs United States (Defender)
Formations Involved
Germany 2nd "Vienna" Panzer Division
United States 10th "Tiger" Armored Division
United States 20th Armored Infantry Battalion
United States 3rd Tank Battalion
United States 609th Tank Destroyer Battalion
United States Army
Display
Balance:



Overall balance chart for BaBu024
Total
Side 1 7
Draw 0
Side 2 1
Overall Rating, 8 votes
5
4
3
2
1
3.13
Scenario Rank: 685 of 940
Parent Game Battle of the Bulge
Historicity Historical
Date 1944-12-19
Start Time 03:45
Turn Count 35
Visibility Day & Night
Counters 108
Net Morale 0
Net Initiative 1
Maps 2: 10, 11
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 107
AAR Bounty 165
Total Plays 8
Total AARs 2
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Hidden Units
Off-board Artillery
Reinforcements
Severe Weather
Terrain Mods
Scenario Requirements & Playability
Battle of the Bulge Base Game
Introduction

One of the three armored infantry task forces blocking the roads leading to Bastogne, Team Desobry (named after its commander, Major William Desobry), rushed to the town of Noville, northeast of Bastogne. Early on the 19th of December the lead elements of 2nd "Vienna" Panzer Division began to reach the American positions.

Conclusion

In the early morning hours the small American force fought off several attempts by the Germans to enter Noville. The fog lifted about 1030 to reveal a panzer battalion and the better part of a panzer grenadier regiment arrayed north and east of the town. After an exchange of anti-tank fire the Germans began to shell the town with everything they had. Col. Desobry requested permission to withdraw near noon. Instead he was promised reinforcements.


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
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
  • Self-Propelled Artillery: do not provide the +1 Assault bonus, even if closed-top (SB)
  • 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
United States Order of Battle
Army
  • Motorized
  • Towed

Display Errata (6)

6 Errata Items
Scen 24

American reinforcement rolls begin on "Turn Twenty-Five (1000)". 1000 is turn 26.

(triangular_cube on 2021 Feb 16)
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 41

All SS PzIVH tanks should have a movement of 8.

(Shad on 2010 Dec 15)
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 47

All SPW 251s have an armor value of 0.

(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 (2)

That's What I'm Talking About!
Author arixius
Method Solo
Victor Germany
Play Date 2014-08-13
Language English
Scenario BaBu024

From the start I could see that the Americans were doomed. They we totally outgunned and outnumbered. Their only card was six hidden units, darkness and fog. But the dawn occurred, units were discovered and the fog lifted.

They fought well, though, and, in the end, that's what counted. This is a great example of the proper use of victory conditions. Historical outcomes are usually one sided events. It is like the old saying that if you find yourself in a fair fight, you've done something wrong. AP is great at creating historical events that match historical outcomes but I still want it to be a game. I want a fair chance for each side to win, even though what's left on the board is a strong force (Germans) and an evaporated force (Americans).

After the battled ended and the victory points for steps lost and town hexes controlled the final score for the vanquished Americans was 62 and "victorious" Germans was 63! Nice!

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Battle of the Bulge, Scenario #24 Team Dosobry
Author JayTownsend
Method Solo
Victor Germany
Play Date 2010-01-01
Language English
Scenario BaBu024

Well, I did get a game in tonight after all and I played the first Team Dosobry scenario! What a blood bath this one was. In the end however, the Germans just used shear numbers to pull out a victory by points. Not too many Americans left when I pulled the plug, with about 8 or 9 turns left. Fun play though!

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