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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Balance:



Overall balance chart for BaBu051
Total
Side 1 0
Draw 0
Side 2 3
Overall Rating, 3 votes
5
4
3
2
1
3.67
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 260
Net Morale 0
Net Initiative 0
Maps 4: 10, 11, 12, 9
Layout Dimensions 86 x 84 cm
34 x 33 in
Play Bounty 171
AAR Bounty 171
Total Plays 3
Total AARs 1
Battle Types
Urban Assault
Conditions
Off-board Artillery
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Airborne - IE Counters
Battle of the Bulge Base Game
Introduction

Play of this scenario requires counters from two copies of the game. It is a combination of scenarios forty-seven and forty-eight.

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 know that elements of Team Cherry had been cut off. If was decided to send the regiment west "to develop the situation". Told to occupy a position East of Longvilly, no one actually expected Ewell's regiment to get there. To the south, Panzer Division Lehr prepared to attack the positions of CCB, 10th Armored Division and a battalion of the 501st Parachute Infantry Regiment.

Conclusion

The remnants of Task Force Ryerson were brought into the perimeter by the paratroopers. The Germans drove in the American right flanks as Panzer Lehr attempted to reach Bastogne, but could not move the paratroopers despite a night attack by two battalions of the 902nd Panzer Grenadier Regiment. The stiff resistance convinced the Lehr commander, General Bayerlein, that Bastogne should be taken by something other than a direct assault. After the ware Bayerlein admitted he had been shaken by the unexpectedly stiff resistance encountered this 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
  • Tank Destroyer: 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
United States Order of Battle
Airborne
Army
  • Motorized
  • Towed

Display Errata (6)

6 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 41

All SS PzIVH tanks should have a movement of 8.

(Shad on 2010 Dec 15)
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 47

All SPW 251s have an armor value of 0.

(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 25

The M18 has a special rule in Battle of the Bulge but it applies globally: "A two-step M18 unit can fire one anti-tank shot and move half its movement allowance (retain fractions) in a single impulse. The order in which it does these two actions is the player's choice."

(Shad on 2010 Dec 15)

Display AARs (1)

Battle of The Bulge, scenario #51: First Attempt
Author JayTownsend
Method Solo
Victor United States
Play Date 2013-08-04
Language English
Scenario BaBu051

Battle of The Bulge, scenario #51: First Attempt

I haven’t played a scenario from the Battle of The Bulge for a long time and I noticed no one had played this one yet or least not on PG-HQ and it looked interesting, so why not. With that said I can see why most people have avoided it, as it needs two sets of counters but fortunately I had an extra set of Elsenborn Ridge counters to fill the voids. This scenario also has 260 counters in it, so it takes a while to play might be the other reason. Maybe a third might be the fact that you ignore most of the terrain types but still this looked like a scenario that must be played.

I won’t go into great detail, as I spent too much time playing but there are so many different combat groups on both the American and German sides but the Americans were better setup to leave their dug-outs and occupy the town hexes on all the map boards and the Germans reinforcements come in so peace-meal that it hurt their efforts a bit, as each side is awarded different points for both eliminated enemy units and occupied town hexes but if you can get the jump on occupying the town hexes you should have the advantage. In the South both sides armor forces collided early which was interesting and even though the Americans lost more units overall they controlled more town hexes in the end of the scenario for an American Victory but a pretty close one at that. With so many step losses on both sides it was hard to feel good about it, but it was fun to play and it seemed like I had 3 to 4 mini battles happening in different areas of the map at all times and the American had to keep adjusting forces to different areas of the maps as German reinforcements entered.

I would rank it a 5 but needing two counter sets, the long playing time and the slow German reinforcements made me rank this as a 4 overall but worth it if you have the time to set it up and play it here and there.

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