Sibret Battle of the Bulge #50 |
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(Attacker) Germany | vs | United States (Defender) |
Formations Involved | ||
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Germany | 26th Reconnaissance Battalion | |
Germany | 26th Volksgrenadier Division | |
Germany | 5th Fallschirmjager Division | |
United States | 28th "Keystone" Infantry Division |
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Overall Rating, 3 votes |
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2.33
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Scenario Rank: --- of 940 |
Parent Game | Battle of the Bulge |
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Historicity | Historical |
Date | 1944-12-21 |
Start Time | 02:15 |
Turn Count | 53 |
Visibility | Day & Night |
Counters | 51 |
Net Morale | 0 |
Net Initiative | 1 |
Maps | 2: 11, 9 |
Layout Dimensions | 86 x 28 cm 34 x 11 in |
Play Bounty | 100 |
AAR Bounty | 171 |
Total Plays | 3 |
Total AARs | 1 |
Battle Types |
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Urban Assault |
Conditions |
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Off-board Artillery |
Terrain Mods |
Scenario Requirements & Playability | |
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Battle of the Bulge | Base Game |
Introduction |
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The 28th Infantry Division's headquarters in Wiltz was forced to relocate to Sibret. As the German advance continued, Sibret came under attack on the 21st as the 26th Volks Grenadier Division's recon battalion pushed west with a little help from some paratroopers. |
Conclusion |
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The 26th Division Reconnaissance Battalion and attached 5th JF Division paratroopers quickly drove the scratch American force from the town and continued west, cutting off the defenders of Bastogne from outside contact. The American survivors ran south. The path was opened for Panzer Lehr to drive west, and the last road into Bastogne had been cut. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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2 Errata Items | |
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The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France. (plloyd1010
on 2015 Jul 31)
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Reduce strength direct fire value be came 5-5 in Army at Dawn. (plloyd1010
on 2015 Jul 31)
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Battle of the Bulge #50 | ||||||||||||
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This scenario sees an overwhelming German force take a town from the remnants of the 28th division hq. The US has a few oddball tank destroyers and a very weak infantry force. The only thing with striking power they have is 1 OB 105 and 2 OBA 105s. The scenario begins in night, while the Germans advance into firing positions before dawn. If they move more than one hex they become disrupted, but this isnt really an issue as they are under no time crunch. The americans send out some of their no bonus leaders to act as forward artillery spotters to take advantage of the moving Germans, but never accomplish much. When dawn rolls in, the Germans storm the town from three directions and make short work of the American resistance. The weak American force doesnt even have enough units to cover all entry points to the town so its a predetermined outcome for the most part. They are playing to cause casualties. This scenario, like most in BoB has far more than enough turns. over 50. In most scenarios this means that after the actual fight is over, the American surviving leaders split up and head for the hills calling in OBA for 30+ more turns hoping to get step losses for VCs. Its gamey as can be, but its really hard to stop. This scenario allows the germans to leave the map luckily, achieving VCs while doing so. Once all the american units are cleared they exit, game over. Nothing really interesting in this one other than the historical perspective on the engagement. This is not at all unique for scenarios in this module. Really though, its a reinforced battalion vs a company w/artillery, and the battalion gets to advance under the cover of darkness. It would shock me to see the Americans win here. |
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