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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Sibret
Battle of the Bulge #50
(Attacker) Germany vs United States (Defender)
Formations Involved
Germany 26th Reconnaissance Battalion
Germany 26th Volksgrenadier Division
Germany 5th Fallschirmjager Division
United States 28th "Keystone" Infantry Division
Display
Balance:



Overall balance chart for BaBu050
Total
Side 1 3
Draw 0
Side 2 0
Overall Rating, 3 votes
5
4
3
2
1
2.33
Scenario Rank: --- of 940
Parent Game Battle of the Bulge
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
Urban Assault
Conditions
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Battle of the Bulge Base Game
Introduction

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

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.


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)

Display Order of Battle

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

Display Errata (2)

2 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 39

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

(plloyd1010 on 2015 Jul 31)

Display AARs (1)

Battle of the Bulge #50
Author triangular_cube
Method Solo
Victor Germany
Play Date 2021-05-13
Language English
Scenario BaBu050

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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