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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Grosbous
Battle of the Bulge #40
(Defender) Germany vs United States (Attacker)
Formations Involved
Germany 352nd Infantry Division
Germany 915th Volksgrenadier Regiment
United States 104th Infantry Regiment
United States 26th "Yankee" Infantry Division
United States 818th Tank Destroyer Battalion
Display
Balance:



Overall balance chart for BaBu040
Total
Side 1 2
Draw 1
Side 2 0
Overall Rating, 3 votes
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Battle of the Bulge
Historicity Historical
Date 1944-12-23
Start Time 10:15
Turn Count 40
Visibility Day
Counters 93
Net Morale 0
Net Initiative 3
Maps 2: 10, 9
Layout Dimensions 86 x 28 cm
34 x 11 in
Play Bounty 108
AAR Bounty 227
Total Plays 3
Total AARs 0
Battle Types
Urban Assault
Conditions
Off-board Artillery
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Battle of the Bulge Base Game
Introduction

As initiative passed to the Americans, their forces began to drive toward Bastogne. To the south of the 328th Regiment the 26th Division's 104th Regiment advanced north toward the town of Grosbous defended by the 915th Volksgrenadier Regiment.

Conclusion

Hit by a surprise flank attack from the German 1st Battalion, 915th Volksgrenadier, the American 2nd Battalion, 104th Infantry was halted, but quickly recovered and contained the 1st Battalion of the 915th while advancing on Grosbous. The town proved too tough to take, however and a stalemate developed, but not for long.


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

Display Errata (3)

3 Errata Items
Scen 40

The Turn(time) instructions for reinforcements and artillery rules are out of sync by two turns. I used the turn indicated rather than the time indicated.

(triangular_cube on 2021 May 01)
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)
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