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!
SS Frundsburg
Black SS #20
(Defender) Germany vs United States (Attacker)
Formations Involved
Germany 130th "Lehr" Panzer Division
Germany 275th Infantry Division
United States 2nd "Hell on Wheels" Armored Division
Display
Balance:



Overall balance chart for BlSS020
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 1 vote
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Black SS
Historicity Historical
Date 1944-08-08
Start Time 09:00
Turn Count 22
Visibility Day
Counters 158
Net Morale 0
Net Initiative 1
Maps 2: 23, 24
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 173
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Hill Control
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Scenario Requirements & Playability
Beyond Normandy Counters
Black SS Base Game
Cassino '44 Counters
Elsenborn Ridge Maps + Counters
Introduction

One the Americans had a clear picture of the situation at Mortain they became aggressive. American fighters cleared the sky, allowing British Typhoons to intimidate entire German armored columns. Sensing a chance to trap the panzer units, a wide pincer movement was initiated to meet at Falaise. To divert enemy attention from this, 2nd Armored Division was to drive the defenders from the high ground northeast of Barenton. This would severely compromise SS Reich Division's left flank.

Conclusion

By the time SS Frundsburg reached the battlefield the Americans had already secured their initial objectives and were steadily advancing forward. As more units arrived, SS Frundsburg was able to form a solid line the Americans could not penetrate. But strategically it made little difference, as another panzer division had been pulled deeper into the trap.

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).
  • 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).
  • 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
  • Motorized
Schutzstaffel
  • Towed
United States Order of Battle
Army
  • Towed

Display Errata (7)

7 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 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 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)
Overall balance chart for 408

The Units in Beyond Normandy were misprinted with a movement factor of 5. The movement factor should be 8.

(rerathbun on 2012 Mar 21)
Overall balance chart for 408

Liberation 1944's counters are mislabeled 'PzIVF2.' The counter's ratings are correct (Armor 5, Move 8, DF 11-6, AT 6-8).

(rerathbun on 2014 Feb 14)
Overall balance chart for 445

Liberation 1944's StuG IV armor and movement ratings are misprinted. They should be Armor 5 and Movement 8.

(rerathbun on 2014 Feb 14)

Display AARs (1)

Revenge of a Sort from Sc #3
Author Poor Yorek
Method Solo
Victor United States
Play Date 2017-08-04
Language English
Scenario BlSS020

Heer Set-Up: 2xGREN in SW town; GREN + 75 in LTW 0510; 2xGREN + 81mm on 40-m; the PzV+ART+GREN+HMG+75IG in the larger town and/or on the hill (the IG was there).

US: Break ups into the following task groups:

  • 8xINF + 1xM5 (and M3's) east/center => high ground
  • 3xINF + 4xHMG + 4xM4 + 2xM10 + 3x81 + 1x57 => secure middle ground; set for defense vs. expected SS reinforcements
  • 3x(1M4 + 1xENG + 1xINF) as urban assault groups => the SW town thence to the larger northern town.
  • 8xM4 => mobile reserve and to set picket vs. expected SS armored reinforcements.

The title refers to Sc#3 of this game where, in my previous play, the US almost managed to seal the board edge vs. SS reinforcements: and were pummeled for it.

This time, SS road discipline and/or air interdiction allowed the US to establish itself defensively having mostly secured its primary objectives (with some rather vigorous early turn movement). The 75mm and Panther drew some blood on this account, but the PzV fell victim to an early Typhoon (2) draw whilst the AT gun was simply swarmed.

The SS counter-attack was vicious, but the "delay" allowed the US to set itself (positionally and morale-wise) such that the Frundsburg troopers found a waiting defense rather than a meeting engagement.

Gets a 4 for a tightly fought and "anxious" scenario (time is critical for both sides).

N.B. I played the M4's as armor rating = 4 (as per recent Summer '17 APL discussions). This makes a significant change as, consider, a straight up 6 AT factor (typical German PzIVH/StuGIII) vs AC = 3 hits 21/36 times vs. AC = 4 of 15/36 times or a 16% difference.

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