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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Unterscharfurher Ernst Barkmann
Black SS #4
(Defender) Germany vs United States (Attacker)
Formations Involved
Germany 2nd SS "Das Reich" Division
United States 3rd "Spearhead" Armored Division
Display
Balance:



Overall balance chart for BlSS004
Total
Side 1 4
Draw 1
Side 2 1
Overall Rating, 6 votes
5
4
3
2
1
3.83
Scenario Rank: 166 of 940
Parent Game Black SS
Historicity Historical
Date 1944-07-13
Start Time 09:30
Turn Count 16
Visibility Day
Counters 48
Net Morale 0
Net Initiative 1
Maps 1: 13
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 132
AAR Bounty 159
Total Plays 6
Total AARs 3
Battle Types
Exit the Battle Area
Inflict Enemy Casualties
Urban Assault
Scenario Requirements & Playability
Airborne - IE Maps
Black SS Base Game
Elsenborn Ridge Counters
Introduction

Plagued by constant shortages of manpower and material plaguing, the only advantage the Germans could count on was the hard-won experience of their combat veterans. The previous five years of war had produced quite a few such men, but the vicious Eastern Front fighting had thinned their ranks considerably. Nevertheless, one such man in the right place at the right time could well snatch victory from the jaws of defeat.

Conclusion

Unterscharfuhrer Ernst Barkmann almost single handedly blunted the American advance by destroying three Shermans and scattering their supporting infantry. By the time the fighting in the bocage was done, he would be credited with 25 tanks destroyed.

Additional Notes

Playable without using the black SS counters.


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).
  • 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
  • Prime Movers: Transports which only transport towed units and/or leaders (May not carry personnel units). May or may not be armored (armored models are open-top). All are mechanized. (SB)

Display Order of Battle

Germany Order of Battle
Heer
  • Mechanized
Schutzstaffel
  • Mechanized
United States Order of Battle
Army
  • Mechanized

Display Errata (1)

1 Errata Item
Overall balance chart for 424

The reduced direct fire value of the SS HMG is 5-5 in Beyond Normandy and Road to Berlin.

(plloyd1010 on 2015 Jul 31)

Display AARs (3)

Fancy shootin'
Author Michael Murphy
Method Solo
Victor Germany
Play Date 2011-01-27
Language English
Scenario BlSS004

A small battlegroup of SS backed up by a single platoon of Panthers waits a combined arms assault from an American task force. The Ami's have 6 platoons of Shermans, nearly a battalion of infantry, and a fairly sizable amount of artillery. What could go wrong here? Well, for starters, the terrain isn't very user friendly, at least for the Americans. Their attack is funneled right at the town located directly over the only really useful bridge on the map. The Germans sit tight in the town, with their AT support on the south side of the river.

The Americans divided their tanks into two groups, looking for the crossfire bonus. Two platoons would be coming around the east hedgerow and four more coming from the west side. The infantry, supported by HMG's and an Engineer platoon would come south, straight at the town. The idea was for the tanks to surround the town and the Panther platoon within. After disposing of the big cats, the remaining Sherms would provide support for the assault on the town itself. The followup was to see the Ami's cross the bridge and exit the map to the south.

However, Untersharführer Barkmann had other ideas. More importantly, he had the means at hand to carry them out. His Panthers slipped into the hedgerow north of the town. At the next opportunity, his tanks pulverised the two easternmost Shermans. At the same time, one of the AT guns took out another platoon of M4's from the westernmost group. A covering force of two platoons of Grenadiers from the western bridge moved adjacent to two other M4 platoons, giving them the choice of death by Panther or Close Combat. Faced with that choice the Shermans moved, and the Panthers knocked out another platoon in the process.

After that, it was pretty much a done deal. Within an hour, the remaining M4's were shredded and the advancing groundpounders found that the Grenadiers knew very well how to shoot. Moreover, the promised air support failed to achieve even a single hit! When I finally called the game, the Americans had lost a third of their troops balanced against the German loss of half a platoon. Untersharführer Barkmann's fancy shooting had wrecked the American plan before it could be put into action.

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Dead panther
Author leonard (United States)
Method Face to Face
Victor United States
Participants unknown
Play Date 2012-01-22
Language English
Scenario BlSS004

It didn't feel so easy : my GIs had to cross the minor river surrounded by swamps of the Airborne map with only one bridge + embankment. On the other side : some SS platoons, 2x 75mm gun platoons, some mortars, one 20mm and....Barkmann's panther platoon. Since the beast was located at the exit of the bridge, it was a total no go for all these shermans.... So US artillery, mortars and HMG begin to try to soften the target. Luckily one of the 75mm AT was quickly atomized along with the best SS leader :decapitation and catastrophic loss. The rest was a question of patience. Some GIs were sent across the bridge and on the embankment next to the dreaded panther : casualties were rising and when a bazooka team finally got the chance to fire some rockets at the monster, they missed the target. More patience and more artillery until, on turn 9, another inf platoon assaulted the panther hex and rolled 12 on the bazooka kill table. More artillery demoralized the second 75mm and... The other player,too. Nice scenario even if the sherman attack is not necessarily easy.

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Barkman Wins Again
Author thomaso827
Method Solo
Victor Germany
Play Date 2016-04-16
Language English
Scenario BlSS004

This situation was one of my all-time favorite ASL scenarios. The different scale of PG gives a much different feel, but the results are just about the same that I got before. I placed Barkman's Panthers in the nothernmost town hex with an infantry platoon and LT to keep US infantry from trying to walk in and take the town, the next town down the road got a 75mm AT gun, it's tow, and an infantry platoon with a CPT, the next town south of the river got the other 75mm AT, another infantry and the Col. The rest of the SS were placed similarly in the rest of the town hexes except for the mortars, 20mm AA gun, the halftrack tow vehicle and another infantry, which was placed to give some covering fire for the southern towns from 0506 and 0406. The US tanks started getting their backsides bitten as soon as they entered the board centered along the trail while the US infantry used the hedgerows to cover their approch. The US lost 4 steps of tanks on that very firs turn for 8 points, going from a slight initiative advantage to a lower initiative. The surviving Shermans worked to regroup and attack but ended up losing every last tank in the 2 companies. A lucky OBA shot demoralized the LT and eliminated both steps of infantry in the tow but left Barkman intact and on the prowell. The US major lead his troops along the elevated tracks and then through the swamp but more OBA and DF directed from the town lead by the SS Colonel demoralized the infantry that spent the next few turns avancing to the rear while the rest of the US infantry tried to advance to engage and try to take that town hex. At the halfway point of the scenario, with the points at 20-2 favoring the Germans, and with even taking a town and exiting a few units off the south of the board not really giving enough positive victory points to draw, I ended the bloodshed. Good game, and my first in a month. Interesting that the new cat was nearly as dangerous to the game as Barkman was.

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