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
Errors? Omissions? Report them!
St. Barthelemy
Black SS #17
(Attacker) Germany vs United States (Defender)
Formations Involved
Germany 1st SS "Leibstandarte Adolf Hitler" Division
Germany 2nd "Vienna" Panzer Division
United States 30th "Old Hickory" Infantry Division
United States 823rd Tank Destroyer Battalion
Display
Balance:



Overall balance chart for BlSS017
Total
Side 1 2
Draw 0
Side 2 1
Overall Rating, 3 votes
5
4
3
2
1
3.33
Scenario Rank: --- of 940
Parent Game Black SS
Historicity Historical
Date 1944-08-07
Start Time 05:45
Turn Count 9
Visibility Day
Counters 67
Net Morale 0
Net Initiative 2
Maps 1: 31
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 138
AAR Bounty 171
Total Plays 3
Total AARs 1
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Black SS Base Game
Elsenborn Ridge Counters
Fall of France 1 Maps
Introduction

Even after five years of war, the Waffen SS continued to live up (or down) to its reputation for horrendous march discipline. The Panther tanks of SS Lifegaurd Division had been tying up traffic for hours before reaching their assembly area. After more time for vehicle maintenance and coordinating with 2nd Panzer Division, they set forth long after the scheduled time of midnight.

Conclusion

With a combined-arms German force bearing down on St. Barthelemy from the north and east, the Americans were in trouble from the start. The Germans pushed through the opposition at La Sablonniere, after the Americans gamely attempted to make a stand. But once their heavy antitank guns had been destroyed, German armor carried the day with high losses on both sides. A Company of the 117th Infantry Regiment was especially hard-hit.

Additional Notes

Fold map in half. 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).
  • 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
  • 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).

Display Order of Battle

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

Display Errata (3)

3 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 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)

Display AARs (1)

German triumph at St Barthelemy
Author waynebaumber
Method Solo
Victor Germany
Play Date 2016-03-24
Language English
Scenario BlSS017

This small (9 Turn 1/2 map scenario) shows a overwhelming German attack on the American held town of St Barthelemy. The attack mounted by 2nd Panzer Division but supported by a company of Panther tanks from 1st SS, occurs at dawn. The US troops set up in the town, any unit not in the town can be dug in. The Germans enter the map from the North and East and can due to the poor visibility can get close tot eh town quickly and without much loss but once the day dawns and the visibility improves slightly, there is a ground fog throughout the entire game, then the US INF can cause significant casualties on the attacking Germans. This occurred in my game with all three German HMG units taking step losses and failing to recover throughout the game, the brunt of the attack would have to be combined arms assaults but even here the US troops held on during the most of the game. There was even a tragic friendly fire incident that took out a GREN unit and it seemed that with 6 out of the 9 turns that the US force may hold on to the town and a unlikely win. Eventually German pressure told and in the last 45 minutes of the battle the US defense melted away with step loss after step loss and although the centre of town was still held by the US, the German had accrued enough VP's for a major win. This was a small but bloody scenario, ideal for solo play less interesting for FtF but a reasonable way of filling 3 spare hours before work

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