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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Bigonville
Battle of the Bulge #45
(Defender) Germany vs United States (Attacker)
Formations Involved
Germany 13th Fallschirmjäger Regiment
Germany 5th Fallschirmjager Division
United States 4th Armored Division
United States Army
Display
Balance:



Overall balance chart for BaBu045
Total
Side 1 4
Draw 0
Side 2 0
Overall Rating, 4 votes
5
4
3
2
1
3.25
Scenario Rank: --- of 940
Parent Game Battle of the Bulge
Historicity Historical
Date 1944-12-23
Start Time 15:00
Turn Count 23
Visibility Day & Night
Counters 107
Net Morale 0
Net Initiative 0
Maps 2: 11, 9
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 101
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

While CCB of 4th Armored Division awaited the erection of the Bailey Bridge at Martelange, CCR took a side road through the village of Bigonville. Opposed by the 1st Battalion of the 13th Fallschirmjäger Regiment, the Americans settled into a late afternoon battle for the town.

Conclusion

The advance of CCR came to an end as the German paratroopers stood their ground at Bigonville. The American tanks were slowed by a German minefield encountered on the approaches to the town. The German battalion commander actually withdrew most of his battalion from forward positions when barraged by the Americans. Following the barrage the Germans reoccupied the town and held off the American attack. As night fell the commander of CCR called an end to the attempt and another route to Bastogne was closed for the day.


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
  • 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
  • Mechanized
  • Motorized
Luftwaffe
United States Order of Battle
Army
  • Motorized
  • Towed

Display Errata (3)

3 Errata Items
Overall balance chart for 2

Two 105mms (ID#s 1204, 1205) have "16-31" fire values in black (direct fire), when they should be in white (indirect fire).

(Shad on 2010 Dec 15)
Overall balance chart for 54

The movement allowance on the counters in Airborne is misprinted. It should be "3."

(rerathbun on 2012 Jan 30)
Overall balance chart for 39

Reduce strength direct fire value be came 5-5 in Army at Dawn.

(plloyd1010 on 2015 Jul 31)

Display AARs (1)

Bigonville
Author petermc
Method Solo
Victor Germany
Play Date 2003-09-11
Language English
Scenario BaBu045

Americans lost, they could not take every town hex in time. They were mopping up the town and fell just short (2 hexes). The problem was I spend too much time dilly-dallying and trying to perfectly organize my force that arrive only 6 units per turn. One neat trick in this scenario is to stack 3 M3s with 3 M4s, since transports can add to a stack. The result is 45 fp, which means, if you are adj, you can actually use the max DF table vs a town.

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