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!
Caught in the Flank
Black SS #22
(Attacker) Germany vs United States (Attacker)
Formations Involved
Germany 116th Panzer Division
Germany 130th "Lehr" Panzer Division
Germany 275th Infantry Division
Germany 2nd SS "Das Reich" Division
United States 134th "First Nebraska" Infantry Regiment
United States 737th Tank Battalion
Display
Balance:



Overall balance chart for BlSS022
Total
Side 1 0
Draw 1
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
5
Scenario Rank: --- of 940
Parent Game Black SS
Historicity Historical
Date 1944-08-08
Start Time 17:15
Turn Count 15
Visibility Day
Counters 136
Net Morale 0
Net Initiative 2
Maps 2: 24, 9
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 165
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Terrain Mods
Scenario Requirements & Playability
Battle of the Bulge Maps
Black SS Base Game
Cassino '44 Counters
Elsenborn Ridge Maps + Counters
Sinister Forces Counters
Introduction

The 35th Infantry Division had been advancing for two days to reach the Mortain-Barenton road and relieve pressure on the hard-pressed 30th Infantry Division. By midafternoon the 134th Infantry Regiment had advanced east far enough to expose their left flank. The Germans noticed.

Conclusion

Spotter airplanes had been seen the Germans advancing south from Mortain but were unsure of their identity. By the time they were positively identified they were too close to the Americans to engage with artillery. The attackers missed the American spearheads and instead hit the American support units. They quickly destroyed a Sherman tank platoon and regimental cannon company. After rampaging through some jeeps and trucks the German tanks contented themselves with occupying a road along which American supplies had to pass.

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

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 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "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)
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)

Display AARs (1)

Incredible scenario
Author Poor Yorek
Method Solo
Victor Draw
Play Date 2012-03-12
Language English
Scenario BlSS022

No doubt the best of the forty that I have played to date.

The set-up is much more subtle than a superficial glance suggests. For example, the US force is on foot, but must enter either through several hexes of fields (terrain mod) or strung along a road (or another trick): they are pressed to enter the large town quickly however. Likewise, the Germans must advance either south along a road or on board edges - wheeled vehicles like armored cars move slowly through wooded hills and they too are pressed to move quickly both to seal off the eastern board edge and get near the town before the US can consolidate as the VC conditions require the Germans both to block the road/board to the east, yet also mount successful assaults against the town hexes (or at least keep control of the road).

I will not detail this action because I think this one requires "both" sides to think carefully about how both to hold and to advance and the trade-offs for each (and thus I don't want to spoil the story). I'll simply say that this one was really fun offering any number of possible options (both with the smaller on-board 24 forces and how to organize the larger on-the-move units.

My scenario quickly changed from how I supposed it would evolve as vagaries of die rolls have huge positional ramifications. The M10 did sacrifice itself well destroying a step of PzIV-H before succumbing to Panther counter-fire. Pumas (SK234/2)came out on top of the M5 Stewarts in a battle of better armor vs. better gun as the US went for an early dash to the edge, but not unscathed.

US got off four countable steps (one of the M5's) before the Germans shut the eastern edge. Germans held the road to the east with no difficulty per se, and led by having fewer step losses for the middle/early late stages, but in moving for a major victory, lost several steps in town assaults. Also, the Germans SPWs were savaged by the US 57mm's and 105mm until the Germans could get close enough to lay on some DF (they only had a single stack of 3x81mm mortars -- one on a half-track) for artillery support.

So scenario ended in a minor victory for each side and, thus, a draw. Definitely recommended.

0 Comments
You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!
Page generated in 0.378 seconds.