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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Raus Prevails
Black SS #32
(Attacker) Germany vs United States (Defender)
Formations Involved
Germany 2nd SS "Das Reich" Division
United States 35th "Santa Fe" Infantry Division
Display
Balance:



Overall balance chart for BlSS032
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Black SS
Historicity Historical
Date 1944-08-10
Start Time 15:00
Turn Count 18
Visibility Day
Counters 67
Net Morale 0
Net Initiative 0
Maps 2: 23, 24
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 147
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
Black SS Base Game
Elsenborn Ridge Maps + Counters
Introduction

In order to insure Task Force Gillis had enough firepower to relieve the trapped Americans on Hill 314, every Sherman from the 737th Tank Battalion was attached to the force. Knowing the importance of their mission, General Joe Collins of VII Corps had @nd Armored Division send a company of Shermans to Task Force Gillis as well. SS Reich Division could only contest the advance wit h their thinly-stretched recon battalion and a few antitank guns.

Conclusion

The American divisional chief of staff had little experience in operational matters, and his attack plan was amateurish. Recognizing this, the commander of 737th Tank Battalion gathered all the pertinent parties together and man gaged to assign fire missions and areas of responsibility for all the participants. The Americans departed on time and steadily advanced despite losing a number of men and tanks. Knowing he lacked the resources to stop the attack. Sturmbannfuhrer Raus utilized his superior mobility to harass the Americans. All the chasing and wild firing at the Germans ran the Americans low on ammunition and fuel, causing the Shermans to become tentative. Just south of La Croix des Sept Coeurs, the Americans finally called it a day.

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

Display Errata (3)

3 Errata Items
Scen 32

In the 'special rules' section, reference is made to the SS loss of initiative through casualties and that 'tanks count double'. There are no tanks in the SS OOB and therefore no SS losses count double. Confirmed by M. Perryman 2011/01/15.

(vince hughes on 2011 Jan 17)
Overall balance chart for 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)
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 (1)

Attack Broken Down
Author thomaso827
Method Solo
Victor Germany
Play Date 2016-01-18
Language English
Scenario BlSS032

The US has a battalion of M4 shermans supported by an infantry battalion to push the Germans out of the town on board 24 and open the north-south road. The SS have 2 Grenadier companies, armored cars, 75 and 75/41 AT guns with 4 halftracks and tow vehicles to hold the town and maintain control of the north-south road. I loaded most of the SS in the town on board 24, grenadiers with AT guns on the east and west town flanks at 0810 and 0808, the grenadier and HMG forward in 0909, a 234/2 armored car in the town hex at 0709 and another at 0715 (all woods and light woods are fields in this scenario) and 2 grenadiers in 0610, the motorcycles and 20mm in the town on board 23 with the 3rd armored car platoon, and the Nebelwerfer dug in on the hill hex at 0814 of board 23. The scenario doesnt allow the SS to move or shoot until spotting US troops (not including leaders). In hindight, this would have allowed a few turns of OBA and even smoke to be placed before bringing the troops and tanks in but I chose to move from the southeast and southwest as far forward as possible trying to get the town in a pincers to assault from both sides at once. This did pretty well, but the SS drew a really good set of leaders, and while it too several turns for the German AT guns and armored cars to draw blood, they finally started killing Shermans. US infantry assaulted the town at 4 points and the fight bogged down in house-to-house fighting that the SS proved to be better at. Shermans on the southwest flank tried to fire into non-assaulted town hexes to pin down the defenders and keep them from firing at the assaulters or adding their weight to the defences, and this had a good effect, but it wasnt enough for the US as assault after assault turned against them. At the end of 11 turns, the attacker's strength was broken, having lost 23 steps to 14 for the defense. While the US held 4 town hexes on board 24, they hadnt begun to move towards 23 and the SS motorcyles moved to hold the crossroads at 0707 on 23, keeping the road in thier hands. German minor victory. Another great game.

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