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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Local Counter-Attack
Dragon’s Teeth #3
(Defender) Germany vs United States (Attacker)
Formations Involved
Germany 353rd Infantry Division
United States 47th Infantry Regiment
Display
Balance:



Overall balance chart for DrnT003
Total
Side 1 1
Draw 0
Side 2 1
Overall Rating, 3 votes
5
4
3
2
1
3.67
Scenario Rank: --- of 940
Parent Game Dragon’s Teeth
Historicity Historical
Date 1944-09-15
Start Time 06:45
Turn Count 24
Visibility Day
Counters 127
Net Morale 0
Net Initiative 2
Maps 2: 22, 23
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 197
AAR Bounty 165
Total Plays 2
Total AARs 2
Battle Types
Inflict Enemy Casualties
Urban Assault
Entrenchment Control
Conditions
Entrenchments
Off-board Artillery
Reinforcements
Scenario Requirements & Playability
Dragon’s Teeth Base Game
Introduction

The 47th Infantry Regiment had pushed farther into Germany than any other Allied unit and almost through the Siegfried Line. They had hit little resistance on the 14th, and the next morning they were clearing out the last pillboxes along the line when the Germans unexpectedly attacked.

Conclusion

During the night, the previously passive Germans had decided to change tactics. Scraping together what little armor assets that could be made available, they took the fight to the Americans. One prong reached the field kitchens where Technician Fourth Class Clarence (Ed) Combs took a break from his cooking to knock out a German assault gun. The 47th rallied and surrounded the villages of Vicht, Mausbach and Schevenhutte.


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).
  • Open-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables, but DO take step losses from X and #X results (7.25, 7.41, 7.61, BT, DFT). If a "2X" or "3X" result is rolled, at least one of the step losses must be taken by an open-top AFV if present.
  • 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
  • APC – Armored Personnel Carrier: These are Combat Units, but stack like Transports. They can transport personnel units or towed units. They are not counted as combat units for the +1 stacking modifier on the Direct Fire and Bombardment Tables (4.4). They may be activated by regular leaders and tank leaders (1.2, 3.34, 4.3, 5.43). They do not provide the +1 Assault bonus (ACC).

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 (2)

Punch a Secure Hole in the Siegfried Line!
Author treadasaurusrex (United States)
Method VASSAL
Victor United States
Participants Grognard Gunny (AAR)
Play Date 2024-09-03
Language English
Scenario DrnT003

This was an intense & enjoyable, 9-session play-through with the cunning & redoubtable Grognard Gunny leading defending elements of the German 353rd Infantry Division, in a 2-map battle on the Siegfried Line, among a cluster of small towns in hilly terrain. I had elements of the attacking American 47th Infantry Regiment of the 9th Infantry Division that are attempting to achieve and maintain a penetration of this defensive line of well-sited entrenchments and fortified towns. Both sides drew decent sets of leaders. This will likely be a very rough go for the advancing GIs!

We used the Fog of War, consolidation, smoke/illum, strategic movement and excess initiative optional rules. We also used these 2 house rule: 1) 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, and 2) Standardized Movement for Mechanized Units - All mechanized units may move through clear hexes at a movement cost of only 1 movement point (MP) per hex, instead of 1 1/2. Add one to this cost if moving up, across, or down slopes hexes,

Our truncated first session (game turn 1) featured the beginning of a lengthy US movement to contact from south of the east-west road, and an opposing movement of the bulk of the German defenders onto the battle map, in two large masses. No casualties were sustained, as the GIs on the fast moving, left flank liberated their first 3 town hexes.

The exciting second session (game turns 2-3) featured the Americans taking two abandoned entrenchments and losing their first steps, while an overeager Sherman platoon was halved by an opfiring STG-IIIG on Map 23. The Germans lost their first leader, as well as a trio of GREN steps in the 5-hex town on east margin of Map 23. Wehrmacht soldiers began veering to the east across the battle map in a well-executed, tactical redeployment. The preliminary victory point tally was now: 46 for the defending Boche, and a mere 16 for the GIs, indicating the likelihood of an eventual major Axis victory, in spite of the tiny crack that was appearing in the West Wall.

Our third session (game turns 4-5) featured the slow expansion of the American penetration of the Siegfried Line on the west portion of the battle map, primarily due to the continuing shift of German troops to the opposite flank. Step losses this session were 2 for the GIs, and another 4 Germans steps, plus an additional leader was eliminated. German resistance firmed up dramatically on the east side of the map in the vicinity of the 5-hex town as reinforcements arrived, and the plentiful Wehrmacht mortar support began to extract a greater toll on the advancing Americans. The updated victory point tally was now, 38 for the Jerries, and 25 for the GIs, indicating the possibility of a draw.

The truncated, but fun, fourth session (game turn 6) featured multiple, adjacent-hex fire fights, 2 additional step losses for the German side that resulted in a fall in initiative level, as well as the miraculous – but likely temporary – escape from destruction of one of the remaining half-strength US Sherman tank platoons in the NE corner of Map 23. Continued unyielding Wehrmacht defense of the 5-hex town in that same map quadrant was marked by some fine morale recoveries, in spite of the commitment of 2 companies of GIs on the southeast margins of the town. The Germans led in victory points at 38, to 27 for the struggling American side.

Our action-packed, fifth session (game turns 7-9) featured the loss of an additional 4 steps of US, and 7 steps of German troops. The Wehrmacht continued a tactical redeployment out of another entrenchment just north of the east-west road on the left hand side of the battle map. By dint of fierce fighting & heavy casualties, the GIs were able to achieve a precarious foothold in the large eastern town (Hex 23-0907), and for a moment were also able to drive the remaining defenders out of the adjacent entrenchment. On the very next activation, the opportunistic Jerries counterattacked and re-occupied this defensive position. A third of the German mortar units were eliminated during the 8th game turn by accurate American OBA

The sixth session (game turns 10-12) was another grim one for the Wehrmacht defenders with another 6 step losses, compared with the loss of a pair of American infantry steps. After repeated adjacent-hex fire fights, the GIs were able to initiate a second close assault on the entrenched garrison on the SE margin of the 5-hex town. In the west, the initial advance of a pair of GI infantry companies began making progress up the wooded, 20-meter hill mass on Map 22, in the face of stubborn Boche resistance. Regrettably, there were a combined NINE combat 7-die rolls thrown this session. Almost all at inopportune times.

The bloody seventh session (game turns 13-15) featured multiple close assaults and adjacent-hex fire fights on the 20-meter hill in the NE quadrant of Map 22, as well as the eastern 5-hex town on Map 23. The GIs slowly cleared two town hexes in the SW portion of the town, and liberated the adjacent entrenchment (Hex 23-1007). Steps loses this session were 6 for the Germans and an additional step for the GIs. The victory point tally was now 55 for the Americans side and 33 for the Boche.

The eighth session (game turns 16-18) was a grim episode for the Wehrmacht with another 5 step losses as the battle for the 5-hex town heated up with several adjacent-hex firefights and a pair of close assaults. The Germans continued their tactical withdrawal off the eastern slopes of the 20-meter hill mass on Map 22, as the first batch of US reinforcements moved into positions along the east-west road.

The ninth session (game turns 19-22) was a costly one with many close assaults and adjacent-hex firefights. We decided to end the game early by mutual agreement as a US victory. The victory point tally was 31 for the Germans and 68 for the exhausted GIs. There were 8 FOW-shortened game turns of the 22 played.

This gamey – and nonplaytested – scenario needs a victory condition rewrite, as it is possible for the American side to penetrate far enough to be able to create a north-south corridor through the Siegfried Line in the western portion of the battle map (Map 22). This should be added to provide a geographical objective for the US side. I give this one a solid 4 and recommend it for SOLO play, as published, or SHARED play if the victory conditions are adjusted to include the US side creating a clear path that is free of undemoralized German units along either of the north south roads through the West Wall.

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Thought I would be clever....
Author Grognard Gunny (Germany)
Method VASSAL
Victor United States
Participants treadasaurusrex (AAR)
Play Date 2024-09-03
Language English
Scenario DrnT003

There was a bunch of Americans heading North in the German Area Of Responsibility (AOR) and the German Commander didn't think he could hold the battle area. As a result, his initial "idea" was to retreat from the line on Board 22 to take in the hills and woods to the north-east on board 22 and defend there. (In retrospect this might not have been such a good idea!) It opened up the North-South road on Board 22 for the Americans which did not affect the win-loss parameters at all. (My opponent thinks they should be rewritten to make it so.) Unfortunately the move might have given the Americans too much victory points to begin with. What with the loss of troops during the repositioning, the German Commander still didn't have enough troops to hold the line. While it was touch and go for a while, the reinforcements that the Americans got mid game, put paid to the German plans.

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