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!
Team Desobry II
Battle of the Bulge #25
(Attacker) Germany vs United States (Defender)
Formations Involved
Germany 2nd "Vienna" Panzer Division
United States 10th "Tiger" Armored Division
United States 506th Parachute Infantry Regiment
United States 705th Tank Destroyer Battalion
United States Army
Display
Balance:



Overall balance chart for BaBu025
Total
Side 1 7
Draw 0
Side 2 0
Overall Rating, 6 votes
5
4
3
2
1
2.83
Scenario Rank: 820 of 940
Parent Game Battle of the Bulge
Historicity Historical
Date 1944-12-19
Start Time 12:30
Turn Count 36
Visibility Day & Night
Counters 121
Net Morale 0
Net Initiative 1
Maps 3: 10, 11, 9
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 122
AAR Bounty 171
Total Plays 7
Total AARs 1
Battle Types
Rescue
Urban Assault
Conditions
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Battle of the Bulge Base Game
Introduction

Despite the morning's successful defense of Noville, it was obvious the bulk of the 2nd Panzer Division was preparing to attack. The Americans numbered fewer than 500 and permission to withdraw had been requested. Instead a parachute battalion, just arrived in Bastogne, was ordered to march on Noville and attack to relieve it.

Conclusion

The paratroopers attacked north of the town, but failed to drive the Germans off. Suffering heavy casualties in the process, the paratroopers dug in and held what little ground they had gained until dark when they fell back on Noville. By nightfall the fighting had died down and although Noville remained in American hands, German pressure was mounting. The two American unit commanders agreed that a withdrawal was in order and recommended such. Shortly after doing so the parachute battalion commander was killed and Major Desobry wounded by German artillery. The next day the defenders of Noville withdrew into the Bastogne perimeter.


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
  • Motorized
United States Order of Battle
Airborne
Army
  • Motorized
  • Towed

Display Errata (6)

6 Errata Items
Scen 25

Terrain instructions only mention ignoring town on B11. In Team Desobry #1 these were treated as roads.

Special rule 3 indicates "turn 16 (1645)". Turn 16 is not 1645.

(triangular_cube on 2021 Mar 15)
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 (1)

Battle of the Bulge #25
Author triangular_cube
Method Solo
Victor Germany
Play Date 2021-03-15
Language English
Scenario BaBu025

This scenario sees an overwhelming combined arms force of Germans taking out an American blocking force of armor while paratrooper reinforcements arrive from the south. Unfortunately there isnt a whole lot to game here. The American armor if flimsy and will not last one turn's worth of fire from the advancing panzers. Once they are eliminated, the American force will fall over very quickly. Based on the undefeated record for the Germans thus far in the scenario, it seems my experience was fairly universal.

The American's only shot to win this, or at the very least keep the game going past the first handful of the 36 turns is to set up in firing positions and take the first shots at the Germans while praying to roll hot. The Germans cant set up in spotting range of the town, so this first salvo is possible. Unfortunately, all the shots will be even rolls from the Shermans or +1s from the hellcats, assuming the German's main effort is fueled by the PZIVHs. The return fire from the Germans will be at +2 or +3, and the Germans far outnumber the Americans. So really, you need to roll very hot, or you will fold instantly. You also cant stash armor around the map to set up crossfire shots, as every terrain piece except for roads and the town on B10 is ignored.

Because of that, its simply not worth the effort to set this one up. Plenty of more interesting scenarios in the module.

On the plus side, this scenario does include early efforts of the scored victory conditions that would later be far more frequent. Its still not enough to make this one winnable for the Americans (they received more VPs for eliminating enemy steps than the Germans do).

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