Back to the Junction Black SS #27 |
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(Attacker) Germany | vs | United States (Attacker) |
Formations Involved | ||
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Germany | 2nd SS "Das Reich" Division | |
United States | 30th "Old Hickory" Infantry Division | |
United States | 3rd "Spearhead" Armored Division |
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Overall Rating, 1 vote |
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5
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Scenario Rank: --- of 940 |
Parent Game | Black SS |
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Historicity | Historical |
Date | 1944-08-09 |
Start Time | 13:15 |
Turn Count | 12 |
Visibility | Day |
Counters | 71 |
Net Morale | 0 |
Net Initiative | 0 |
Maps | 1: 29, 31 |
Layout Dimensions | 43 x 28 cm 17 x 11 in |
Play Bounty | 141 |
AAR Bounty | 171 |
Total Plays | 1 |
Total AARs | 1 |
Battle Types |
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Road Control |
Urban Assault |
Conditions |
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Off-board Artillery |
Randomly-drawn Aircraft |
Reinforcements |
Terrain Mods |
Scenario Requirements & Playability | |
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Beyond Normandy | Counters |
Black SS | Base Game |
Cassino '44 | Counters |
Elsenborn Ridge | Counters |
Fall of France 1 | Maps |
Introduction |
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Road Junction 278 controlled some of the road net in the area, but almost seven decades later it is hard to see what made controlling it paramount to both sides. But blood had been spilled there yesterday, and so blood would be spilled there today. |
Conclusion |
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Both sides attacked and counterattacked throughout the day with little appreciable gain for either side. "It isn't very easy," read the 30th Infantry Division 10 August Notes for Company Commanders, "to tell the man in the front lines that the battle is going well when he's still up against that old combination of machine guns, burp guns, mortars, 88s, artillery, tanks and terrain... The battle is going well; it's worth saying." |
Additional Notes |
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Use leaders from Elsenborn Ridge. Playable without using the black SS counters. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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3 Errata Items | |
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The reduced direct fire value of the SS HMG is 5-5 in Beyond Normandy and Road to Berlin. (plloyd1010
on 2015 Jul 31)
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The Units in Beyond Normandy were misprinted with a movement factor of 5. The movement factor should be 8. (rerathbun
on 2012 Mar 21)
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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)
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Attack; Counter-Attack: US oh-so-close | ||||||||||||
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Just a great scenario. Second of the four RJ 278 mini-series. Unlike Scenario #21, the US now has significant armored forces and improved air power (which turned out to be dramatic). Leader draws likewise for the US were much improved compared to Sc#21. All but one leader had a combat or morale bonus; two had both. The Germans kept their Kharkov fighting veteran Hauptsturmfuhrer (11-1-1) and another Eastern Front Sturmbannfuhrer (10-1-1) took overall command. The rest of the leadership was typical. German set up included 2xGren in village 1206; gren+75mm; gren dug-in behind the two villages for reinforcing; 2xHMG in 0907 (RJ 278); 2xGren dug-in in 1106; 1xGren in 0806; the Pz-IVF2 dug-in on 0908 & 75/41 in field 0708 with mortars and the 20mm behind. US sends the light armor + 2xINF for southern "end run" including the M10. ENG+INF+M4/105+2xM4 go over the 20-m hill/fields due west of the two-hex village; the remainder of the US force comes NE up the gap between the villages and large field. US starts taking expected disruptions and armor kills from Waffen SS gunners, but the US draws an aircraft (using the BN British mix as per Scenario Instructions). So, in order, the US: (i) rolls for the next-to-best aircraft, the 28(2) Typhoon; the aircraft "hits" its hex (just happening to hold a PzIVF2 platoon); and whilst DF did nothing, the AT fire kills a step and demoralizes the reduced platoon. Half of the German's AT capability is gone in a few minutes. Cheering Tommy, the US rushes up its light armor northwards up the road to RJ 278. Likewise emboldened, M4 platoons now push adjacent to the village hexes to reduce down German defenders preparatory to assault. The combat that followed over the next few turns was some of the most savage I've "seen." In game terms, some incredible series of "twos" or "twelves". By turn four end, the US has village hex 1206 captured. By turn seven, they have village hex 1207 and by turn eight, RJ 278. On this turn however, SS reinforcements come on board. Total step losses to this point, Germany = 16; US = 20. The US problem at this point is that its infantry is largely now half stepped (rather than either full strength or gone). Whilst US armor remaining kills off the SPW's, the PzIVH's push the M4's back away from RJ 278 killing several. The Waffen SS engineer company, with its full strength morale of 8 vs. mostly US reduced platoons of 6 recaptures RJ 278 leaving the US holding the village hexes. As a US victory was predicated on holding all three objectives at game end, this is a German victory. But it was exciting. Was my first time using the infantry anti-tank feature. A fanatical/brave hauptsturmfuhrer lead a platoon of grenadiers in a field assault against US M5+M10+Capt. Whilst the assault itself fizzled (that turn), the Germans did get in an AT shot for a 1-step kill vs. the M10. Another weird game note: for three scenarios now, the US side has benefited from an incredible lack of FOW rolls. Admittedly, the odds are 10:216(6^3), but I'm "certain" that I've managed to confound those odds. In any case, I gave this one a '5' rating as the reinforcements were of the scale that left the issue in some doubt up to the end. US aircraft didn't get another AT kill and the Shermans that had survived the initial combat didn't get the early kills vs. the PzIV's (as they approached) they needed to off-set the German's AT firepower. |
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