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!
Ewell's Boys
Battle of the Bulge #47
(Defender) Germany vs United States (Attacker)
Formations Involved
Germany 26th Volksgrenadier Division
Germany 78th Grenadier Regiment
United States 501st Parachute Infantry Regiment
United States 9th "Phantom" Armored Division
United States Army
Display
Balance:



Overall balance chart for BaBu047
Total
Side 1 0
Draw 0
Side 2 4
Overall Rating, 4 votes
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Battle of the Bulge
Historicity Historical
Date 1944-12-19
Start Time 15:30
Turn Count 26
Visibility Day
Counters 71
Net Morale 0
Net Initiative 0
Maps 2: 10, 9
Layout Dimensions 86 x 28 cm
34 x 11 in
Play Bounty 98
AAR Bounty 171
Total Plays 4
Total AARs 1
Battle Types
Rescue
Urban Assault
Conditions
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Battle of the Bulge Base Game
Introduction

The first unit of the 101st Airborne Division to reach Bastogne, the 501st Parachute Infantry Regiment, arrived around midnight on the 18th. The commanding officer, Lt.-Col. Julian Ewell, asked for a mission. By morning it was known that Team Cherry had been cut off to the east and it was decided to send a battalion east "to develop the situation". Told to occupy a position east of Longvilly, no one actually expected the paratroopers to get there.

Conclusion

The paratroopers had reinforced the thin line of combat engineers holding the American positions. Shortly after the Screaming Eagles finished digging in, the Germans appeared in the form of the 78th Regiment. A weak attack on Bizory by the exhausted grenadiers was driven back. Holding the town allowed the all but destroyed remnants of Team Cherry to finally reach friendly lines. The weary survivors were welcomed 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
  • 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).

Display Order of Battle

Germany Order of Battle
Heer
United States Order of Battle
Airborne
Army
  • Mechanized
  • Motorized
  • Towed

Display Errata (3)

3 Errata Items
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)
Overall balance chart for 54

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

(rerathbun on 2012 Jan 30)

Display AARs (1)

Battle of the Bulge #47
Author triangular_cube
Method Solo
Victor United States
Play Date 2021-05-11
Language English
Scenario BaBu047

This scenario doesn't really play out according to history, which saw the rather weak German force with no artillery attack the town, while retreating armored infantry from Task Force Cherry mess with the Germans after the attack fails.

In reality, the German force is pinned between the stronger American Airborne in the town, and the small but not out armored infantry, trying to eliminate steps and accrue points. If they eliminate the armored infantry before the airborne can reach them (not the historic premise, but as the scenario actually seems to dictate), they can dig in and try to survive with enough points to outlast the points going to the US for controlling the town.

This seems to be the best bet at least, although it still isnt a fair fight.

Unfortunately the Germans roll very poorly with their AT guns (not even able to take out the half tracks with 50mms for the first 5 turns),and the German attack just disintegrates against the american artillery.

Really not much to play out, but I gave it a 3 instead of a 2 for the interesting choices in how to tackle this as the Germans. With better die rolls it would have been more interesting as well.

0 Comments
You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!
Page generated in 0.198 seconds.