|
|
Total |
Side 1 |
0 |
Draw |
0 |
Side 2 |
0 |
|
Total |
Side 1 |
0 |
Draw |
0 |
Side 2 |
0 |
|
Total |
Side 1 |
0 |
Draw |
0 |
Side 2 |
0 |
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Overall Rating, 0 votes |
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Scenario Rank:
of |
Parent Game |
Black Panthers |
Historicity |
Historical |
Date |
1945-03-06 |
Start Time |
12:00 |
Turn Count |
28 |
Visibility |
Day |
Counters |
51 |
Net Morale |
1 |
Net Initiative |
1 |
Maps |
2: 24, 25 |
Layout Dimensions |
56 x 43 cm 22 x 17 in |
Play Bounty |
220 |
AAR Bounty |
227 |
Total Plays |
0 |
Total AARs |
0 |
Introduction
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Despite evidence of increasing German resistance, the 35th Infantry Division's columns sped up their advance in an effort to reach the Rhine River as quickly as possible. The tankers and the foot soldiers of the 320th Infantry Regiment had already taken three towns against only light opposition, and expected Millingen to be the fourth of the day. They were mistaken.
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Conclusion
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The tanks ran into concealed anti-tank guns and Panzerfaust-wielding paratroopers who quickly knocked out four Shermans and a light tank; all of the company officers were killed or wounded in the first minutes of fighting. One of the Black platoon sergeants took over the company and led them in repeated attacks on the town to try to recover the wounded officers, or at least their bodies. When Millingen finally fell, the Americans also found that two Black crewmen from the destroyed tanks had been tortured and killed by the Germans; a third had been beaten and left for dead but survived.
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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
- Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable
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United States Order of Battle
1 Errata Item |
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Reduce strength direct fire value be came 5-5 in Army at Dawn.
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