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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Ferret Those Panzers Out
Black SS #26
(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 35th "Santa Fe" Infantry Division
United States 4th Cavalry Squadron
United States 654th Tank Destroyer Battalion
Display
Balance:



Overall balance chart for BlSS026
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 1 vote
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Black SS
Historicity Historical
Date 1944-08-09
Start Time 10:00
Turn Count 20
Visibility Day
Counters 171
Net Morale 0
Net Initiative 1
Maps 2: 24, 9
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 176
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Inflict Enemy Casualties
Road Control
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
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

All night long on August 8th, 134th Infantry Regiment had been forced to hand-carry supplies past the panzers parked on their supply road. Ordered to resume their advance at 0900, the regimental commander ordered his attached company of tank destroyers forward alone to ferret out the opposing panzers. As the tank destroyer commander considered advancing alone akin to suicide, he asked the divisional chief of staff to cancel the order.

Conclusion

Once again the Panzer IV's managed to slip between American units and shoot up a motor park. they then overran a platoon from C-company, 134th Infantry Regiment, tanking 23 prisoners. When the 320th Infantry Regiment entered the fray, SS troops infiltrated behind them to sow confusion. But while the 320th gained some ground this day, the commander of the 134th could do nothing but gripe that the panzers help him up and some people refused to do anything about it. He was facing 8 to 10 panzers on his front.

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

Display Errata (6)

6 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)

Display AARs (1)

Numbers matter
Author JoeBuckeye
Method Solo
Victor United States
Play Date 2012-08-21
Language English
Scenario BlSS026

This is a scenario where the conclusion in the text doesn't seem to match the way this match played out.

This is two boards lined up along the long side. The Americans need to control both E-W roads (no Germans on them) and the town hexes on the southern board to win a major victory. The Germans get a minor victory by killing 25 American steps. The scenario lasts 20 turns.

The US has a 2-1 advantage in INF units with half of them coming on the board during turn 1. There is limited armor with the Germans getting a PzIVH and a Panther (both SS) while the US gets a couple of M10's with a few M5's to help out. The Germans on the north board are SS while the German units on the south board are Heer.

With the US INF advantage I just advanced up to the German units to force melees. The US took some morale results and a few step losses on the way in but were eventually able to bring all the Germans into close combat. This portion turned into an assault dice fest with the US numbers telling and squeezing the Germans on the south board down into the SE corner of the map.

At the northern crossroads the SS held on a little better but US mortars and OBA was able to help DIS the dug-in SS units before they were assaulted by the northern US force. The SS got 3xGREN as reinforcements on turn 13 (they start rolling for them on turn 11) but they were not able to push through the US forces to get to the E-W road.

The Germans did kill off over 25 US steps to meet their minor victory condition but the US was able to sweep the Germans off the roads and city for their major victory condition which would be a minor US victory I believe.

The US numbers advantage let them push the Germans off the roads and keep pushing them away while the DIS and step lost units recovered and provided flank security to prevent the Germans from finding a way back to the roads.

The Panther was setup by itself in the middle of a field on a hill on the road (all forests on the southern board were field). I thought this might be tough to dig it out of but splitting up the M10's to the flanks and sending a company of INF straight at it flushed it out. The Panther did not want to enter into a melee as that could lead to INF destroying it or at least tying it up while the M10's engaged it without fear of retribution. So the Panther danced around the edges engaging the M10's when possible (the only units with a chance to damage it at range).

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