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 III
Battle of the Bulge #27
(Attacker) Germany vs United States (Defender)
Formations Involved
Germany 2nd "Vienna" Panzer Division
Germany 304th Panzergrenadier Regiment
Germany 3rd Panzer Regiment
United States 10th "Tiger" Armored Division
United States 502nd Parachute Infantry Regiment
United States 506th Parachute Infantry Regiment
United States 705th Tank Destroyer Battalion
United States Army
Display
Balance:



Overall balance chart for BaBu027
Total
Side 1 3
Draw 0
Side 2 1
Overall Rating, 4 votes
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Battle of the Bulge
Historicity Historical
Date 1944-12-20
Start Time 05:30
Turn Count 40
Visibility Day
Counters 151
Net Morale 0
Net Initiative 1
Maps 4: 10, 11, 12, 9
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 134
AAR Bounty 171
Total Plays 4
Total AARs 1
Battle Types
Urban Assault
Conditions
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Battle of the Bulge Base Game
Introduction

Despite a successful defense of Noville on the 19th, German pressure was building. The paratroopers and Team Desobry survivors prepared to defend the town. Behind them other units of the 101st were filling in the perimeter as the defense of Bastogne solidified.

Conclusion

The German attack was better coordinated than that of the previous day and the German tank-infantry teams advanced in strength on Noville. Fog and smoke from burning vehicles lent a strange halo to everything and prevented long-range fire of any type. The remaining Shermans of Team Desorby ran out of armor-piercing ammunition and the Americans withdrew to 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
United States Order of Battle
Airborne
Army
  • Motorized
  • Towed

Display Errata (6)

6 Errata Items
Scen 27

Confusing set up directions for Germans: "...within 3 hexes of the east edge and withing 3 hexes of the north edge."

Could mean within 3 hexes of the entire north edge and within 3 hexes of the entire east edge. Or it could mean a 3 hex by 3 hex zone in the very northeast corner.

Since even triple stacking all the German units wouldn't fit in the little northeast zone, I interpret the instruction to mean all across the north and east edges.

(arixius on 2014 Sep 03)
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 #27
Author triangular_cube
Method Solo
Victor Germany
Play Date 2021-04-03
Language English
Scenario BaBu027

I always try to at least give an idea of why a scenario receives a rating of "1". This one unfortunately is a complete mess.

To start with, the scenario instructions are unclear at best, unusable at worst. As others have noted, the setup area for the Germans as written cannot house all of their units, even when triple stacked. This leaves the players to try to discern intent if "and" should be"or" or if the area should be an enter the board from these hexes instruction (which is common in this module), or something else entirely.

It doesnt end there. This scenario does not tell us to ignore the town on board 11 (we have been in the other two Desobry scenarios, and I believe this is intended to be the same ground. The other two Desobry scenarios are also inconsistent as to which woods/hills are in play, and if the ignored towns count as roads. This one is no exception. The puzzling thing even moreso is that it adds board 12 and it's town into play, unoccupied (with no road in the place of the river which is ignored mind you).

End result? No matter how you interpret setup, the Germans (historical attackers) will occupy the now present towns on boards 11 and 12 and wait for the already weakened Desobry force and reinforcing paratrooper infantry force to attack them. VC's from sitting in these towns is enough for the Germans to win, and any attack from the weaker Americans (and associated step losses) is icing on the cake.

So really, the setup instructions are a complete mess, it produces a completely ahistorical action, and it is completely imbalanced in favor of the Germans. These are not uncommon of course (BotB was the low point in PZG scenario design IMO), but altogether in one go is a rough experience.

I am curious at the high ratings this scenario has. I am using the first printing book, maybe the scenario received updates in the second printing? Unfortunately there are no other AARs with which to compare.

As one last aside, if you ignore all the problems and play this one historically anyway, the Germans will still overrun the Americans without much difficulty anyways.

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