Tank Hunters at Dusk Black Panthers #15 |
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(Defender) United States | vs | Germany (Attacker) |
Formations Involved |
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Overall Rating, 1 vote |
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4
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Scenario Rank: --- of 940 |
Parent Game | Black Panthers |
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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 |
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Inflict Enemy Casualties |
Road Control |
Urban Assault |
Conditions |
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Off-board Artillery |
Severe Weather |
Smoke |
Illumination |
Scenario Requirements & Playability | |
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Black Panthers | Base Game |
Elsenborn Ridge | Maps + Counters |
Introduction |
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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 |
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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. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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2 Errata Items | |
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The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France. (plloyd1010
on 2015 Jul 31)
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The morale and combat modifiers of German Sergeant #1614 should be "0", not "8". (Shad
on 2010 Dec 15)
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Black Panthers, scenario #15: Tank Hunters at Dusk | ||||||||||||
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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. |
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