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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That Big Hill Up There
Black Panthers #2
(Attacker) United States vs Germany (Defender)
Formations Involved
Display
Balance:



Overall balance chart for BlkP002
Total
Side 1 1
Draw 1
Side 2 0
Overall Rating, 2 votes
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Black Panthers
Historicity Historical
Date 1944-11-08
Start Time 11:00
Turn Count 20
Visibility Day
Counters 87
Net Morale 1
Net Initiative 1
Maps 2: 22, 25
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 176
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Hill Control
Inflict Enemy Casualties
Urban Assault
Conditions
Anti-infantry Wire
Entrenchments
Minefields
Off-board Artillery
Smoke
Scenario Requirements & Playability
Black Panthers Base Game
Elsenborn Ridge Maps + Counters
Introduction

In the center of the Yankee Division’s lineup, the 101st Infantry Regiment had the 761st Tank Battalion’s Baker Company, a platoon from Able Company, and some tank destroyers from the 602nd Tank Destroyer Battalion pretending to be tanks as well. The assault jumped off quickly and successfully, seizing its initial objectives – bridges over the Seille River. But then came Hill 310, what 26th Infantry Division commander Maj. Gen. Willard Paul called “That big hill up there.”

Conclusion

The early American success implied that the Germans had little will to fight, but that was proven wrong once the attackers came within range of the hillside. The Americans met a storm of automatic weapons and mortar fire, and fell back with heavy losses. The newly-introduced tank and infantry commanders cooperated poorly when they did at all, with the over-eager tankers firing at German targets they spotted instead of those the infantry needed cleared.


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)

Display Order of Battle

Germany Order of Battle
Heer
United States Order of Battle
Army
  • Mechanized

Display Errata (3)

3 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 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(Shad on 2010 Dec 15)
Overall balance chart for 25

The M18 has a special rule in Battle of the Bulge but it applies globally: "A two-step M18 unit can fire one anti-tank shot and move half its movement allowance (retain fractions) in a single impulse. The order in which it does these two actions is the player's choice."

(Shad on 2010 Dec 15)

Display AARs (1)

That Hill is Ours
Author splat99
Method Solo
Victor Draw
Play Date 2022-01-08
Language English
Scenario BlkP002

Broke in my Black Panthers set with Scenario 2, “That Big Hill Up There.” The Germans placed delaying forces in a few town hexes, but dug in their main bodies on the 40-meter hexes on the big hill, including both entrenchments.

Early on, the dice rolling was heavily in the Americans’ favor; they seemed to consistently get low numbers on strong columns, while the defenders were getting more than their share of 7’s. Consequently, the towns were cleared by the start of Turn 6 - I had expected them to hold out longer.

Still, the Amis needed to get at least one of their two other objectives (lower losses than the Germans, and control of at least 5 40-meter hexes) to secure victory. As the middle game progressed, and US losses mounted - thanks to the dice starting to even out and the US closing to DF range - this began to look doubtful. (In particular, the entrenchment on the west brow of the hill was particularly nasty, and still under dispute at scenario’s end.)

The first-fire In assault for the dug in and entrenched units added a level of difficulty as the Americans tried to root out the Germans on the high hexes, and there was plenty of morale strain and some loss. But the decisive factor was morale. That single number - 7/6 for the Germans, 8/6 for the US - was the crucial factor. Over the last 8 turns or so, the eastern hilltop defenders gradually fled to the northwestern trees, where at game’s end some had recovered but others were still in trouble.

The Americans cleared the 40-meter hexes on the east half of the hill, and - somehow - pulled back ahead in the loss column, losing 21 steps but killing 24. With all three objectives achieved, it was a Major U. S. Victory.

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