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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Old Hickory
Black SS #23
(Defender) Germany vs United States (Attacker)
Formations Involved
Germany 2nd SS "Das Reich" Division
United States 30th "Old Hickory" Infantry Division
United States 629th Tank Destroyer Battalion
United States 743rd Tank Battalion
Display
Balance:



Overall balance chart for BlSS023
Total
Side 1 4
Draw 0
Side 2 1
Overall Rating, 5 votes
5
4
3
2
1
3.8
Scenario Rank: 203 of 940
Parent Game Black SS
Historicity Historical
Date 1944-08-08
Start Time 18:15
Turn Count 14
Visibility Day
Counters 54
Net Morale 0
Net Initiative 1
Maps 1: 27
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 134
AAR Bounty 165
Total Plays 5
Total AARs 2
Battle Types
Inflict Enemy Casualties
Road Control
Urban Assault
Conditions
Terrain Mods
Scenario Requirements & Playability
Black SS Base Game
Cassino '44 Counters
Elsenborn Ridge Counters
Fall of France 1 Maps
Introduction

On Hill 314, the 2nd Battalion of the 120th Infantry Regiment, the Third North Carolina Infantry with a combat history stretching to Bethel Church and Gettysburg, held out against furious German attacks at a cost of a third of its men killed in action. Another Tar Hell unit, 119th Infantry Regiment's 1st Battalion, tried to break through but were stopped by the Germans at Romagny. Reserves including the battalion's third infantry company and a company of Shermans joined in the renewed assault.

Conclusion

Two platoons of tank destroyers joined the Americans before the attack went in, but one platoon became completely lost and ended up being attached to the infantry units that found it. The rest of the Americans worked their way to the outskirts of Romagny, where they engaged some enemy armor. The lack of supporting artillery prevented them from entering the village, so reaching Hill 314 would not happen this day.

Additional Notes

Use American Leaders from Elsenborn Ridge. 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)
  • 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
United States Order of Battle
Army

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 (2)

Old Hickory walks into a tank trap (solo)
Author Poor Yorek
Method Solo
Victor Germany
Play Date 2011-06-24
Language English
Scenario BlSS023

A US infantry battalion reinforced by a company each of M4's and M5's along with a heavy hitting M4/105 and an M10 attack across initially open ground towards a village on a hilltop held by elements of the Das Reich panzer division. I played this one solo.

{{disclaimer}} I completely failed to notice the PzIVH in the Das Reich OOB! So I played this without that unit -- amazing.

In any case, the Waffen SS commander set his 75mm AT guns along with a leader and Gren platoon each in limiting terrain (dug-in in a field to the east) and in a woods to the west. These units were well up front of the remainder of the force bunched up in the village on the northern ridge. I used a +1 combat bonus leader to combine the 120mm and 2x81mm mortars who were placed in a 40m woods allowing self-spotting bonus (spotting from 60-m effectively) for any non-LT hex on the board.

The US commander (who I tried to play as not knowing what exactly lay in those woods/fields), has no transport. So I sent one company along the east side of the board towards the fields, led by an M5 (its role after all) supported by an M4; ditto on the west side approaching those ominous woods (but couldn't spot the wood hex that the 75/41 was in). Then the middle company and other elements moved up the road in the center. When the leading M5 suddenly realized that a 75/41 gun was within 600-m it came to a halt and retreated back; the rest of the central force armor was committed to coming on board. So the armor supporting the E & W groups were within 4 or 5 hexes of the two 75's, having already moved, but now the US force knew of at least one units location.

The SS rolled well, killing two steps of M5's and one of an M4; the US commander, suddenly seeing his scouting tanks turned into scrap metal, orders a rapid advance - long distance shooting would not avail. By the end of turn four, the US had eliminated the woods group (ldr; gren; gun), and begun an assault against the dug-in regular 75/gren/leader group, but at the total cost of four M4 and three M5 steps (SS AT rolls were 9's, 10's, 11's the latter of which were full kills). Had the PzIVH been in play with armor efficiency, this might have been total carnage.

Play was almost anti-climatic after this: the assault vs. field hex mentioned above essentially just tied up both sides with disrupt/demoral (three US INF platoons and Ldr vs. dug-in ldr+ Gren+75mm gun). Rolling here was a bit soft (1's and 2's) and the SS ldr was a 10-0-1 and thus was a difficult task (particularly as first-fire for dug-in generally reduced the US strike power in its assault turn).

The German artillery wrecked havoc with US infantry trying to advance up the road to the town; the short scenario duration and lack of transport prevented the US from trying to use the cover afforded by the fields to the east of the board. With 16+8+8 = 32 + self-spot meant 42 col attacks at worst (or 55 vs. the US mortars or vs. a US hex loaded with three units).

The US combined up it remaining armor (now mostly immune) adjacent to the first down hex and DF'd the SS units there for a few turns trying to wear them down (difficult given the strong leaders). The SS rolled a '12' on a adjacent DF attack when the US attempted to move an INF unit and leader into a hex with armor preparatory for an assault; not only did this kill the INF unit entire (a 22 col attack), but then obtained a DEM on the accompanying armor.

At this point, the best the US could do was to hold the road to prevent a German major victory; a German minor victory condition had been assured from turn 2! The US needed to hold more town hexes than the German to attain its own minor victory and by turn 10 this was clearly not going to happen; the US went over to the defensive. AT fire killed off far too much armor support as it entered the board and the mortar fire (and some DF) simply worn down or eliminated the infantry support.

Net result: German minor victory. A German major victory might have been possible with a last minute counter attack from the town to get a unit onto the road to satisfy that VC; against a live opponent I might have tried it, but then that opens the possibility of the US swinging an armored unit around and driving through emptied town hexes (seemed too much of a meta-game situation).

What might have been different:

  1. Poor SS AT rolling in those early turns. This would have been huge.
  2. Actually having the PzIVH in the OOB ... of course, this would have been a target for US AT fire rather than the tanks having to use their DF values against a gun in a woods (net -1 col shift).
  3. Had I played it such that not all US units had to enter the board on turn 1. The US might have just waited a few turns to get its infantry up to the LT to smoke out any AT trap then bring on the armor. This topic was a consimworld debate a few months ago.
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Give up? Heck we just got here!
Author Matt W
Method Solo
Victor United States
Play Date 2012-10-17
Language English
Scenario BlSS023

A battalion of US infantry supported by a company of Shermans and a company of Stuarts and some tank destroyers and assault guns must try to take a road and a town from a battalion of Germans with ample AT gun support and a platoon of PzIVs. Unfortunately for the Americans they have to travel across some very open ground to accomplish this and avoid losses in doing so.

I tried to put myself in the mindset of a typical American commander. I would use firepower to overwhelm the SS defenses and then assault the demoralized remnants at my leisure. Unfortunately good defensive positions in the town combined with excellent leadership (most leaders had morale modifiers) led to the defenders being able to survive without excessive disruptions. Still I stood off and blasted away and slowly the front edge of the German defense came loose. (I should mention that the Stuarts and M10s had moved to the rear of the town and pinned the forces there to prohibit a quick loss of town hexes through a coup de main).

I rushed my troops forward and through use of the assault gun (M4/105) and good infantry support was able to, over the course of a couple turns, take my first town hex. Unfortunately the 75/41 AT gun had a clear shot at the hex durign the assault process and put a hole in some M4s. Actually a lot of holes. I figured that with an effective armor of 4 in the town I would be able to survive with at most a one step loss on the Shermans. That figuring did not include the AT gun roll of "12" which destroyed the entire platoon and caused the American losses to exceed the level for the German minor victory.

Despair and gloom encompassed the American command for a short period. A quick perusal of the victory conditions indicated that control of the road, which was guaranteed to the American in this situation was only important for a major victory. Control of more town hexes than the Germans was what was required for even a minor victory. With seven town hexes and the control count on turn ten totalling 6 German to 1 American and only 4 turns to go, this one seemed to be ready to finish with a German victory.

Rather than give up however, the Americans went berserk. They quickly closed on the town with their infantry force and assaulted several hexes causing the Germans to commit their PzIVs in an assault (causing significant losses to the Americans). A final stab by the Stuarts against the German 20mm installation came off beautifully and a final count was Americns holding 3 town hexes, Germans 1 and 3 contested. A major victory tempered by the losses into a minor victory for the Americans.

The rating of "4" comes from pulling a victory out of what seemed to be a hopeless situation for the Americans. Certainly the Germans would have caused a number of additional losses until the tank destroyers were able to reduce the PzIVs but a fun one to play in any event.

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