Meet Maurice Rose Black SS #1 |
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(Attacker) Germany | vs | United States (Attacker) |
Formations Involved | ||
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Germany | 17th SS "Gotz von Berlichingen" Panzergrenadier Division | |
Germany | 6th "Green Devils" Fallschirmjäger Regiment | |
United States | 101st "Screaming Eagles" Airborne Division | |
United States | 70th Tank Battalion |
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Overall Rating, 3 votes |
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2.67
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Scenario Rank: --- of 940 |
Parent Game | Black SS |
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Historicity | Historical |
Date | 1944-06-13 |
Start Time | 06:45 |
Turn Count | 18 |
Visibility | Day |
Counters | 218 |
Net Morale | 0 |
Net Initiative | 1 |
Maps | 3: 27, 31, 32 |
Layout Dimensions | 129 x 28 cm 51 x 11 in |
Play Bounty | 192 |
AAR Bounty | 165 |
Total Plays | 3 |
Total AARs | 2 |
Battle Types |
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Inflict Enemy Casualties |
Urban Assault |
Conditions |
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Off-board Artillery |
Reinforcements |
Terrain Mods |
Scenario Requirements & Playability | |
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Battle of the Bulge | Counters |
Black SS | Base Game |
Cassino '44 | Counters |
Elsenborn Ridge | Counters |
Fall of France 1 | Maps |
Introduction |
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The liberation of Carentan by the Screaming Eagles resulted in a wild celebration. The wine flowed freely and the young ladies were accommodating, but then the Germans rudely interrupted the gaiety by launching a counterattack. Forced to return to their duties, the paratroopers dealt with the inconvenience and the Germans spent the rest of the night searching their ranks for a force capable of splitting the thinly held boundary between American VIII and XIX Corps. They finally settled on the inexperienced SS Gotz von Berlichingen Division, supported by the battle hardened 6th Fallschirmjager Regiment. |
Conclusion |
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When the enemy attacked the Screaming Eagles counterattacked and separated the grenadiers from their supporting armor. This caused the inexperienced SS troopers to mill around in confusion, but when General Maurice Rose arrived he was anything but confused. Attacking from the march his troops destroyed almost two-thirds of the 17th SS Division's combat power in a few hours. |
Additional Notes |
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Use American leaders from Elsenborn Ridge and the Luftwaffe leaders from Cassino '44. Playable without using the black SS counters. German army are substitute for the SS and Luftwaffe trucks in the physical game. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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3 Errata Items | |
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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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The reduced direct fire value of the SS HMG is 5-5 in Beyond Normandy and Road to Berlin. (plloyd1010
on 2015 Jul 31)
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Liberation 1944's StuG IV armor and movement ratings are misprinted. They should be Armor 5 and Movement 8. (rerathbun
on 2014 Feb 14)
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Read the bloody VCs | ||||||||||||
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Played in two sessions, this scenario has a large mixed PARA/SS force attacking initially a line of US PARA soon to be supported by M4s M3s and more INF/PARA platoons. The US plan was simple a fall back defense to the major town and then hold, no need to attack as you get 25VP I there are no German units on the eastern board town, easy win. Well no because the German's get 3VP for each town hex captured on the middle board, and there are 9 hexes so therefore 27VP, meaning of course that victory is going on step losses. The game played out much a thee US player wished initially German losses were heavy and the US PARA fell back in good order. The German juggernaut slowly gained momentum and US losses began to rise, the US reinforcements arrived and in a bold bid 3 M4 platoon supported by 2 M10 platoon advanced to take on just 2 German STUG platoons who were spearheading the assault. Utter carnage then ensued as the STUG's destroyed 12 M4's and 2 M10's without loss. The US retreat was still a controlled withdrawal (however this was when I counted up the VPs gained so far and realized that the US would lose unless they could take back some village hexes. A hasty counter attack was launched by the American forces which was beaten back with ease and even more casualties for the PARA's and the US commander conceded on the penultimate turn. Here is a classic case of getting lost in the heat of battle and not properly reading the VC's. As a solo game nothing lost but time. This battle is a very compact affair with the frontage of only 1 board leaving little option for any sexy flank attacks. I am not sure if this is a particularly good scenario however will need to be played again to confirm this view. |
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0 Comments |
When Stugs ruled the Earth | ||||||||||||
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Black SS #1 Meet Maurice RoseTurns: 18 (starting at 0645hr) Victory Conditions: American - Kill Germans, Maintain control of Town hex's Germans - Kill Americans, Gain control of Town hex's Set-up: Stacks and stacks of SS Troops, along with their armor units, and Luftwaffe Paratroopers mass on the Eastern edge in preparation to roll over the handful of 101st Paratroopers along with some armor. The Screaming Eagles hold the towns, but for how long? Turns 1 & 2: The SS and Luftwaffe move forward. They intend to quickly envelope the town to keep any reinforcements from aiding the Airborne units inside. German OBA draws first blood, destroying an AT-Gun and half an HMG unit. Airborne retaliates by demoralizing some SS Tank Riders. The SS, maneuvering around the edges of town, while the Luftwaffe make their way towards the town with their ENG and FLM units. A Stug IV targets and destroys 4 steps worth of M5's and the Airborne obtains two step losses against the German Paratroops. Turns 3 & 4: Town assaults begin with numerous casualties on both sides. Airborne troops are able to regain a town hex with the help of their own ENG's. SS troops and tanks easily gain control of the hill Southeast of town as they race towards the town further east. Germans are at 14 step losses to the Allies 17. Turn 5: The first turn to roll for Allied reinforcements and a 6 is rolled. Over a dozen M4's rumble their way on board with several truckloads of support troops. The LW 75/41 is able to take out a step of M5's and a pair of Stugs rollover a pair of mortar units. Germans are still at 14 to 21 Steps lost. Turns 6 - 13: The last of the M5's is destroyed by the LW 75/41 and a pair of Stugs roll into the small town on the South edge of town, destroying 2 more mortar units. Several assaults are going on in town while the remaining Stugs get ready for the armor battle. By end of Turn 11, 4 steps worth of Stugs are ablaze (2 from INF assault) to 17 steps worth of M4's and M10's. Those Stugs were opening up the allied tanks like Pepsi cans! German step losses at 47 to 75. Turns 14 - 17: The Allied reinforcements realize they are not going to get to the main town with any significant force, so opt to throw everything they have left at the two smaller towns. With the 2 Stugs and a LW unit wreaking havoc from the Southern town beside the hill, nothing is strong enough to get the upper hand, and 2 more steps of M4's get their tops popped! The smaller town to the North is ablaze with assaults inside and outside of town, with neither side getting the upper hand. Germans step losses at 64 to 99. Turn 18: The final assault on the Southern town manages to destroy a Stug with Infantry Anti-Tank Weapons. Too little too late, with all the allied troops involved in that assault becoming demoralized or disrupted. The Germans attempt to dislodge the two remaining half-steps of Airborne troops from the large town which they started Turn 1 in, but are unable to do so. Germans step losses at 70 to 106. Victory Points: Allies get 25 points for no Germans in town hex's on board 32 and +2 points per town hex they control on board 31. Germans get +3 per town hex's under their control on board 31. Total Victory Points: Germans at 118vp's Allies at 97vp's = German Minor Victory. Conclusion: I'm going to have to give this a 1 out of 5 for Solo play because its such a narrow playing field and 210 counters (not counting DEM & DIS). If the 3 maps were setup widthwise instead of lengthwise, a more intelligent battle may be attained. With the Allied reinforcements coming on board at the first opportunity guaranteed that the majority of the battle would be fought on the Western half of Board 31. So half of a 11x17 map board and 200+ counters, it got a little tedious. Counter Towers were abundant. If the Allied Reinforcements were delayed at least two more turns, the battlefield would have elongated to include map 32 and a more satisfying scenario. |
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