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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RJ 278
Black SS #21
(Defender) Germany vs United States (Attacker)
Formations Involved
Germany 2nd SS "Das Reich" Division
United States 4th "Ivy" Infantry Division
Display
Balance:



Overall balance chart for BlSS021
Total
Side 1 4
Draw 0
Side 2 1
Overall Rating, 6 votes
5
4
3
2
1
3.17
Scenario Rank: 644 of 940
Parent Game Black SS
Historicity Historical
Date 1944-08-08
Start Time 16:30
Turn Count 9
Visibility Day
Counters 42
Net Morale 0
Net Initiative 0
Maps 1: 29, 31
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 129
AAR Bounty 165
Total Plays 5
Total AARs 2
Battle Types
Road Control
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Black SS Base Game
Elsenborn Ridge Counters
Fall of France 1 Maps
Introduction

Twelfth Infantry Regiment had a long, trying march behind them before they even got near the Road Junction 278. Maps were no good and officers were forced to rely on their compasses. More than once the regiment's two battalions became entwined, and with their accompanying tanks unable to cross the river Doree the engineers had to stay behind to rectify the situation. Then the shelling began.

Conclusion

Before launching their attack, the commander of C Company asked to be relieved. That was the icing on the cake, and the Germans easily beat back the attack and forced the aggressors back over the Doree. This crossroads would be the site of more battles in the coming days.

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

Display Errata (3)

3 Errata Items
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)

Display AARs (2)

Dispirited attack
Author Poor Yorek
Method Solo
Victor Germany
Play Date 2012-03-05
Language English
Scenario BlSS021

First of the four mini-series concerning Road Junction (RJ) 278. Germans set up with a Grenadier platoon in village hex 1208 and an HMG in 1207. The hauptsturmfuhrer leading these two platoons was a grizzled veteran of the Russian front (11-1-1). Another grenadier platoon was dug-in at 1106 holding the open terrain from the river to RJ 278 (hex 0907) held by dug-in platoons of Pz-IVH and SZ234/2 armored cars.

US drew, or rather flipped very poorly in the leader draw. Only one of seven was to the "better" side and only one leader had a morale bonus of +1 and another an attack bonus of +1. Lacking leadership, the US really needed to pile up its force. The mortar stack was in 0909; 3xINF in 1009 (to attack over the hill/field terrain); and the rest of the INF/HMGs were in hexes 1214; 1315; 1115; 1215;1316.

Things started off poorly for the Americans. A 2X result against an HMG platoon by OF! Otherwise, Turns 1 and 2 were positioning, defensive OF, and bombardments. Two US INF platoons were sent on a southerly "end around" the large fields (woods => fields as per Scenario instructions) to threaten RJ 278 directly.

Turn 3. Americans take their one aircraft; roll for the P47 with the x2 AT value; they roll to strike the hex; DF does nothing; a single '6' roll; roll to have US pick unit to take step loss; bye to a Pz-IVH step. The other is disrupted, but recovers. US loses an INF step to DF.

Turns 4-5 has desultory results. Lots of disruptions/demoralizations to US forces as they try to soften up the village hexes. Assault against dug-in hex 1106 leads to an SS grenadier step loss each turn, but US units fragmented by morale failures. US "end-around" reaches RJ 278, but OBA demoralizes the attackers.

Turn 6: US finally gets an assault going vs. village hex 1207. Both this and next turn lead to a bunch of M1's which go poorly for the US (Germans passively defending and recovered morale on their activation if lost during US assault phase). Turn 7 ditto, though US loses two INF steps to compound demoralization. Attacks vs. RJ 278 broken up by morale failures.

On turn 8 (of 9), SS reinforcements arrive (4xGren) which seals the deal. No possibility for US to take three objective hexes in two turns with these reinforcements now on board.

Although not a victory condition, total steps losses: Germany = 4 (PzIVH step counting double); US = 5.

This might have gone the other way with a stronger leader draw for the US, especially with some combat bonuses to help defeat the town defense col shifts. Reading the scenario, however, this appears to have played out as a simulation almost identically to the historical result.

I've played Obsession Junction, #3/4 of the RJ 278 series. That one was quite exciting.

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Infantry fights don't go as planned.
Author plloyd1010 (United States)
Method Face to Face
Victor Germany
Participants WightTiger
Play Date 2015-02-01
Language English
Scenario BlSS021

Played with character leaders and anonymous leaders.

This is a short infantry fight between battalion sided forces on a small board. At first it looked as though the Germans were going to anchor on the towns, with fire coverage in the center. Americans moved against the northern town while their artillery disrupted the German march. The Germans invested the southern town quite strongly, and placed a small reaction force behind it.

The disruption by American artillery was significant as the Germans became disorganized and a gap presented itself in the center. An impromptu advance by the American HMG's and a couple platoons of infantry crossed the road. What was to have been the main American attack kept the Germans in the northern town area pinned down. The American advance force (led by 3 LT's, 2 of which were not very good) overran a small blocking force with the help of mortar fire. The now exposed force suffered disruption and demoralization. Repeated German artillery & mortar strikes failed to actually produce casualties, but grenadiers were moving in for the kill.

The Americans in the pocket mostly fled. 1 HMG rallied , and managed to hold the gain made. An American infantry platoon jumped over the HMG's positions to use 2 grenadier platoons as cover against 2 larger fire teams. The next, and last turn, the American infantry ran deep to east.

Final result was 6 German steps lost to 1 American, and 2 undemoralized American units east of the road. American artillery and mortar really carried this one.

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