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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Roadside Morning
Dishonor Before Death #2
(Attacker) Germany vs United States (Defender)
Formations Involved
Display
Balance:



Overall balance chart for DBDe002
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 1 vote
5
4
3
2
1
2
Scenario Rank: --- of 940
Parent Game Dishonor Before Death
Historicity Historical
Date 1944-06-13
Start Time 06:00
Turn Count 24
Visibility Day
Counters 80
Net Morale 1
Net Initiative 1
Maps 1: 106
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 174
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Delaying Action
Exit the Battle Area
Inflict Enemy Casualties
Road Control
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Smoke
Scenario Requirements & Playability
Dishonor Before Death Base Game
Elsenborn Ridge Counters
Invasion 1944 Maps
Introduction

On the previous day the Americans had taken Carentan resulting in a wild celebration by the inhabitants and their liberators. A small spoiling attack had put an end to the gaiety. Knowing they lacked the depth to withstand a German counterattack early the next morning the 506th Parachute Infantry Regiment advanced along the Carentan-Baupte road to add the buffer needed to consider Carentan secure.

Conclusion

The paratroopers initially made headway but a strong counterattack by the SS militiamen put an end to all forward progress. Intense fighting erupted all along the front and eventually forced Company F, 2nd Battalion, 506th Parachute Infantry Regiment to fall back without orders. This left Company D's flank exposed allowing the Germans to take them from two directions and force them back in heavy fighting. This infuriated battalion commander Lt. Col. Robert Strayer who relieved the Company F commander on the spot. While this went on Company E held their positions, allowing the battalion command staff to get control of the other two companies and push them forward enough to cover Company E's open left flank. Company F, 2nd Battalion, 502nd Parachute Infantry Regiment came forward to secure their right flank allowing the paratroopers. But eventually superior SS numbers forced the paratroopers back to the outskirts of Carentan.


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)
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable

Display Order of Battle

Germany Order of Battle
Luftwaffe
Schutzstaffel
  • Mechanized
United States Order of Battle
Airborne
  • Towed
Army
  • Motorized

Display Errata (2)

2 Errata Items
Overall balance chart for 39

Reduce strength direct fire value be came 5-5 in Army at Dawn.

(plloyd1010 on 2015 Jul 31)
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)

Critical Shortage Blues
Author SARACV3
Method Solo
Victor United States
Play Date 2021-05-19
Language English
Scenario DBDe002

The German position became untenable in the ninth turn when critical shortages occurred. It is difficult to continue a game when this happens. I’ve argued the point in a PG Discussion last year with agreement of many players.

In this scenario, the 17th SS is trying to control an E-W road. The American 101st Airborne stands in the way. It possesses much less firepower than the SS, but it does have an 8/8 morale rating. The SS only have a 7/6 rating, and the US gets to handpick most of the SS leaders. This ensures the worst leaders found in the mix. But the 101st’ draw was not great, other than the 11-1-2 Lt. Colonel. Because of the low count of US troops, the Lt. Colonel was pressed into front line duty. The Germans had a StuIIIG and a StuIIIH to start, and more armor beginning with the eighth turn- two StuIIIG. The Germans also had a reinforced company of paratroopers rated at 8/8 morale. They also had good bombardment capability with 32 off-board points and three mortars. However, these resources were not able to be spread between the paratroopers and SS. The 32 points were specifically allocated to the SS, while one mortar was dedicated to the paratroopers.

The game immediately went poorly for the SS. The assault guns advanced in lead down the road, but were met a roll of two, producing a DM result on the StuIIIH from which it never recovered. In fact, one. step was destroyed in turn two with another lucky shot. by US artillery. SS artillery, for the most part, was ineffective and hit its own positions at least threes times. Hm

The Germans had a much better experience. Deployed on the left flank, the paratroopers tied down the 101st in its sector with assault combat. These attacks were effective in causing three steps lost in the left flank. In this sector, the Americans had numerical superiority. The fighting was fierce, but the Germans were a slightly ahead in step damage’ But not in the SS sector. The Americans were well ug-in,The The SS found that trying to push toward the American line was delayed while units worked to get into position for a solid attack. But it never happened. The Germans did get their reinforcements on turn eight, but it was too late.

The Germans rolled their second logistics shortage on turn eight. Interestingly, this roll happened after an SS single platoon assault on two US platoons that DM but dug-in. The Germans lost the assault with one step loss and no results on the US paratroopers! Final score was US - 5 steps lost; Germans- 8 steps and no unit exited the east side of the board.

1 Comment
2021-05-20 14:15

I've played with logistical short fall rules too. I think they make games even more luck dependent. WightTiger and I don't use them after our experiences. We also mused that even when used, the attacking side should be less subject logistical falls than the defender. Always use those optional rules with caution.

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