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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Outskirts of Aachen
Dragon’s Teeth #1
(Defender) Germany vs United States (Attacker)
Formations Involved
Germany 116th Panzer Division
United States 1st "Big Red One" Infantry Division
Display
Balance:



Overall balance chart for DrnT001
Total
Side 1 1
Draw 0
Side 2 3
Overall Rating, 5 votes
5
4
3
2
1
3.2
Scenario Rank: 642 of 940
Parent Game Dragon’s Teeth
Historicity Historical
Date 1944-09-13
Start Time 07:00
Turn Count 12
Visibility Day
Counters 38
Net Morale 0
Net Initiative 2
Maps 1: 25
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 162
AAR Bounty 147
Total Plays 4
Total AARs 5
Battle Types
Road Control
Conditions
Entrenchments
Off-board Artillery
Scenario Requirements & Playability
Dragon’s Teeth Base Game
Introduction

Nazi propaganda minister Dr. Joseph Goebbels had promised to turn Aachen into America’s Stalingrad, but Gen Gerhard Graf von Schwerin of the 116th Panzer Division, charged with the city’s defense, did not agree. On the 13th of September he drafted an appeal for the humane treatment of all civilians, and issued instructions to hand it to the first American officer entering the city. He expected that to happen the next day, but the Americans had other ideas.

Conclusion

If the Americans had stuck to their original plan, they would have entered Aachen almost unopposed on the 14th. Unfortunately, Gen Clarence Huebner of 1st Infantry Division had convinced his superiors that an urban assault would be too costly, and received permission to encircle the city instead. Heavy fighting developed to the south of the city, and the Americans made slow progress.


Display Order of Battle

Germany Order of Battle
Heer
United States Order of Battle
Army

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 (5)

Double Check Victory Conditions
Author Dan_Huffman (Germany)
Method Face to Face
Victor United States
Participants unknown
Play Date 2024-07-24
Language English
Scenario DrnT001

I set my entrenchment too far to the front.One definitely one the hill at the cross roads. An officer can call OBA on approaching US Army troops.I can not remember map origination. Set far away from where the US enters. One can burn a few of the 20 turns in this scenario by waiting.

I thought that Bruce had to take both entrenchments, NO. All my troops were in close assault the last three turns. And that is all she wrote.

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Back to the Battlefield
Author thomaso827
Method Solo
Victor Germany
Play Date 2024-11-09
Language English
Scenario DrnT001

Been a while. This small scenario was easy to bring to the table. I set up the Germans in pockets to the side of the North-South road so that there should always be an element that could block the road. This strategy worked pretty well. The U.S. Troops were moving along well but got bogged down by the first two blocking groups, and in the end, made a dash to hold as much road as possible and keep Germans from blocking it, but that last turn saw a German element move around the Americans and take a road hex position that the Americans couldn't eliminate in their turn. Good game.

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Press On in Good Order & Secure the Road Net - NOT!
Author treadasaurusrex (United States)
Method VASSAL
Victor Germany
Participants Grognard Gunny (AAR)
Play Date 2024-07-10
Language English
Scenario DrnT001

This was an action-packed, 3-session play-through with the cunning and resolute, Grognard Gunny, leading German elements of the 116th Panzer Division tasked with defending a road network in an area of hills & light woods near Aachen. I played offense with the American side, with a task force consisting of elements of the Big Red One. Both sides drew decent sets of leaders, and we used the defense-favoring FOW, as well as the smoke optional rule. In addition, we used this house rule: 1) Road Movement for Mechanized & Foot Units - All FOOT & MECHANIZED units may move on roads at the rate of 1/2 a Movement Point (MP) per road hex, just like MOTORIZED units.

The first session (game turns 1-3) featured the long column of GIs moving straight north up the central road and immediately into combat range, while under direct fire. A section of US infantry was eliminated in an opfire firefight on the road in the first game turn, and a similar loss was suffered by the German defenders in a close assault in Hex 25-0704 during the 3rd game turn. In a completely unexpected move, the German garrison of the entrenchment in hex 25-0804 evacuated the position and headed to the northeast, as the GIs boldly moved uphill and into decisive range on the 40-meter hill mass.

Our second session (game turns 4-8) featured multiple adjacent-hex firefights and a single close assault as the GIs continued advancing north and liberated the 40-meter hill mass on the right flank, while also moving a company on the left to establish control over a few more road hexes. The struggling defenders lost an additional 6 steps and a leader as my wily opponent began a tactical withdrawal – under covering mortar & OBA fire – to the north and east along the road net.

The frustrating, third session (game turns 9-12) started well for the advancing American side, but quickly turned into a slogging match along the road net as the GIs tried to lever the German defenders out of their remaining dug-in positions. My opponent’s clever maneuver scheme, both held up the doughs near the critical 4-way road junction for 5 game turns, and also spread out the balance of the Germans in less accessible portions of the road net. In the end, the GIs were unsuccessful as there was still a single, good order, Jerry platoon dug-in on the eastern stretch of the road! The final step loss totals were: 10 for the German side, and just 2 for the stymied Americans. As often happens, this exciting encounter one came down to the last turn. There were 5 FOW-shortened turn in the 12 played.

This gamey scenario favored the German defenders who only had to delay & attrit the advancing Americans, while holding on in a single road hex. It was fun to play, but as published, it is not likely winnable by the US side. I recommend it for SOLO play only, and give it a rating of 3 in shared play.

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Not too shabby!
Author Grognard Gunny (Germany)
Method VASSAL
Victor Germany
Participants treadasaurusrex (AAR)
Play Date 2024-07-10
Language English
Scenario DrnT001

Made an early error by not placing fortifications on the road. Made up for it by scrambling like an egg to keep my troops on the road and in good health. Persevered, by the skin of my teeth, but it was only by the dint of a move. Which is exactly why I gave it a three. It IS fenagle-able!

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Quick work
Author petermc
Method Solo
Victor United States
Play Date 2024-08-21
Language English
Scenario DrnT001

Scenario 1 ended on turn 11 (of 12) when the Germans were mopped up. I'm not sure if I made a mistake with the Germans or just rolled poorly. But the US has numerical superiority and initiative, so it's just a matter of bringing it all to bear at the right moments. No matter where the Germans setup, you can flank them and work your numbers. The US challenge is to stay on schedule.

Overall a very solid intro sort of scenario.

1 Comment
2024-08-23 08:12

Look who's back! SIX YEARS! :-)

https://www.youtube.com/watch?v=WjZngIQoc-k

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