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
Errors? Omissions? Report them!
Tank Hunters at Dusk
Black Panthers #15
(Defender) United States vs Germany (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for BlkP015
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 1 vote
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Black Panthers
Historicity Historical
Date 1945-01-01
Start Time 17:00
Turn Count 24
Visibility Night
Counters 50
Net Morale 1
Net Initiative 0
Maps 2: 23, 25
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 168
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Inflict Enemy Casualties
Road Control
Urban Assault
Conditions
Off-board Artillery
Severe Weather
Smoke
Illumination
Scenario Requirements & Playability
Black Panthers Base Game
Elsenborn Ridge Maps + Counters
Introduction

While the 3rd Battalion bled in front of Pironpré, the 347th Infantry Regiment’s 1st Battalion, supported by the 761st Tank Battalion’s Charlie Company, tried to move forward as the eastern prong of a two-pronged attack. Like their comrades to the west, they made very good progress at first, taking most of their objectives with only nominal opposition. But when dusk came, so did the tank destroyer battalion of Panzer Lehr.

Conclusion

The Americans had not expected the Germans to strike back, nor to do so with armored support. But the Germans had planned for this moment, when American fighter-bombers would no longer be targeting anything that moved. The German tank destroyers’ weapons badly outclassed the Shermans’ armor, and the Black Panthers lost four of their tanks to German fire while the tanks and infantry were pushed back to their start line.


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).
  • 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
  • Mechanized
United States Order of Battle
Army
  • Mechanized

Display Errata (2)

2 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)

Display AARs (1)

Black Panthers, scenario #15: Tank Hunters at Dusk
Author JayTownsend
Method Solo
Victor Germany
Play Date 2022-03-31
Language English
Scenario BlkP015

Black Panthers, scenario #15: Tank Hunters at Dusk

My first Black Panthers scenario and the poor 761st Tank Battalion only has three Sherman tank units to support the 87th Infantry Battalion against the Germans 2 JpzIV/70 units and 2 Jagdpanther units and boat load of Infantry.

The turns are all two hex visibility as it is night and the Germans have three victory objectives and levels to achieve or not. The Americans setup largely around or in the larger town hexes on map 23 and by good fortune were able to knockout two steps of a German Jadgpanther unit, totally destroying it and blunt some German Infantry approaching the town in the dark and snow. That was the good news but once the Germans regrouped in the snow and darkness they attacked with full strength and with the help of a ton of off map artillery.

The American Sherman tanks were pretty much destroyed with the exception of half a step that headed south in bad shape and next the American Infantry paid I high price in blood.

By the end of the scenario, the Germans had achieved all three of their victory objectives for a Major Victory.

Maybe I should have chosen to defend in depth as the snow slows movement down to a crawl but that would most like have conceded the town on map 23 earlier and at best only given the Germans a minor victory, so Its pretty much all of nothing on this one, unless you get lucking on the town hex fighting earlier. That 3 x 16 off map artillery really helps the Germans and the Germans have better armor, more Infantry, though the reduced strength GREN really such when they get to half-step (2-3). Still an enjoyable scenario to play.

0 Comments
You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!
Page generated in 0.162 seconds.