Night Moves Black SS #30 |
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(Attacker) Germany | vs | United States (Defender) |
Formations Involved | ||
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Germany | 10th SS "Frundsburg" Panzer Division | |
United States | 2nd "Hell on Wheels" Armored Division |
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Overall Rating, 6 votes |
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2.83
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Scenario Rank: 819 of 940 |
Parent Game | Black SS |
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Historicity | Historical |
Date | 1944-08-10 |
Start Time | 02:00 |
Turn Count | 9 |
Visibility | Night |
Counters | 19 |
Net Morale | 0 |
Net Initiative | 1 |
Maps | 1: 33 |
Layout Dimensions | 43 x 28 cm 17 x 11 in |
Play Bounty | 123 |
AAR Bounty | 159 |
Total Plays | 5 |
Total AARs | 3 |
Battle Types |
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Hill Control |
Road Control |
Rural Assault |
Urban Assault |
Conditions |
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Terrain Mods |
Scenario Requirements & Playability | |
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Black SS | Base Game |
Elsenborn Ridge | Counters |
Fall of France 1 | Maps |
Introduction |
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Despite the counter-attacks during the day on 9 August, the American "Hell on Wheels" Division had, according to the U.S. Army's official historian, "kept a spear sticking into the enemy's flank and rear." To relieve this pressure the Germans desperately needed to drive the Americans farther from the hamlet of le Gue Rochoux. Long before dawn the SS men made their move. |
Conclusion |
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When the Germans managed to infiltrate the American positions, both sides exchanged small arms fire and tossed grenades at each other. The Germans finally withdrew, and one American had to report to the aid station with a sore arm from tossing so many hand grenades. |
Additional Notes |
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Playable without using the black SS counters. |
Night Murder (solo) | ||||||||||||
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As the SS had drawn a 9-2-1 leader, set up included units to the NE of the cross-roads as well as due north near the one town hex. The German idea was go envelop the dug-in US HMG/ldr in the crossroads (a VC hex) with combined DF to soften up prior to assault. Other US units were dug-in on the hill (the other VC). One German gren was kept in the town to prevent the US from sending a lone INF from the hill northwards to secure that VC (it wouldn't do to take the crossroads and the hill only to lose because of this backhanded VC). Plans never survive first contact with the enemy: the first two OF rolls by the HMG (with a 10-1-1 lieutenant) were a '10' and a '4' (both on the 22 col as +3-1 col shifts for OF+range+night). This and the subsequent failed MCs left this German stack in tatters. As the US "saw" the Frundsburg units approach from the NE, one of the INF platoons moved forward adjacent to the HMG for support, leaving two other INF platoons to hold the hill. Turn 2: US HMG+ldr rolls a '2' on the 16-col: kills a leader and the half-step Gren in that hex. Remaining SS Gren move adj to this buzzsaw of destruction. Turns 3&4: Mutually assured destruction: Germans assault the INF/ldr than had advanced up to assist the HMG ... a '2' assault result by the Germans eliminated the INF and killed the lone leader upon the free shot as he had to exit. The US return fire though resulted in morale failurs; the US HMG then continued its carnage by killing a German Gren via compound demoralization (rolled a '10'). 4:2 Germ:US step loses Turn 5: SS Gren + ldr in desperation (having seen their neighbors mostly dead beside them or fled into the night) assault the HMG - amazingly, the survive the first fire in good order and kill a step of the HMG. 4:3 Turn 6: fizz on the assault and DEM units flee and/or attempt to recover morale. Turn 7: The Germans manage again to survive first fire with sufficient force to kill the last HMG (and the leader too by the free shot). Game Ends: With two turns remaining and two separated US INF platoons holding the hill, no possibility for the SS to reduce both. US owns the night. German losses: four step losses. one full-strength Gren and one half-step DEM; one half-step DIS. US losses: four step loses (the HMG and one INF). Other two INF full str and good order. The HMG unit's rolls made all the difference; that, and I didn't get all of the German units adjacent to it on the first turn (the US moving that INF unit forward - though it was sacrificed - gave the HMG a longer life to inflict simply too much damage onto the attacking German force. An interesting and violent short scenario. At first I thought the set up instructions were wrong as the town hex was under German control; but, as I set it up, I realized that this hex as a VC meant the Germans could not simply go all out at the US, they had to hold something there in the town or advance on a broad front to prevent a US infiltration. The mortar was useless. With US units dug-in and a night turn, the 8-10 mortar was attacking on the 3-col. With only a 2/36 chance of inflicting an 'M' result, the odds were greater (1/6) of inflicting a friendly fire attack. |
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0 Comments |
Nightmare | ||||||||||||||
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This is a small scenario ideal to fill in if you have a couple of hours to spare. Its a night scenario with outnumbered US forces trying to hang on to some high ground. In our scenario it ended with a wipe out, with only one SS step loss. The game will always end in assault on the remaining US forces after some limited manouvering. After that it is in the lap of the dice Gods. And as though who have played Vince will know that is not a good place to be. Still not a bad little quickie game and we had a good laugh playing it. |
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0 Comments |
Assault To Victory ! | ||||||||||||||
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This scenario was played face-to-face with Wayne Baumber Let me start by saying I am not a fan of the tiny scenarios and never have been in any wargame arena. So these will always struggle to gain more than a 2 rating from me unless they really do have something clever or special about them. This scenario was brought to my attention by Tracey Love a few days before this play as an idea for one for selection in a choice of 6 sent by him. I looked at it and decided there and then that it would be too bland to spend time emailing to and fro. It would be far better used in the capacity of what I call a "Throw away scenario". These are ones Wayne and I play out when the 'Main Feature' has ended early.... AND that is how this came to be played. It is basically two companies of SS Grenadiers attacking in the dead of night towards a hill area that they will have to clear within 9 turns. Against them is a single company of US Infantry and a platoon of HMG's. Both sides rolled similar officers, quite poor except for one each. Visibility is minimal, 1 hex, so to get in and dirty, you have to go adjacent with all its inherent risks. The SS attacked with overwhelming numbers toward a US platoon on the crossroads and having negotiated its oppotunity fire, they then proceeded to tear the enemy platoon to pieces in very short order. Then it was on to the hill. This really came down to the advantage of the winning of the initiative. The US had been reduced to 0 initiative due to his casualties, whilst the SS remained on an initiative of '2'. Most times the initiative roll worked for the Germans, though the US won a couple. But on what appeared the most crucial roll for AS, when point blank fire, recovery and a crucial assault were all in the balance, the SS won it and managed, on the last turn to eliminate the last US forces. They took the hill. On another playing, the US are and will be quite able to win this. Casualties were Germans 1 step, Americans 8 steps. Just a '2' rating from me. It was not boring (which is what I give a '1' to), but can not be considered standard PG fare (a '3') as there is simply not enough to it. |
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0 Comments |