Panzer Grenadier Battles on June 26th:
Arctic Front Deluxe #30 - Battle Group Bjorkmann Fire in the Steppe #15 - Heavy Tank Attack
Beyond Normandy #1 - Cheux Fire in the Steppe #16 - Ride to Dubno
Beyond Normandy #2 - St. Mauvieu Go for Broke 2 #10 - First Action
Beyond Normandy #3 - Operation Epsom, The First Day Go for Broke 3 #10 - First Action
Beyond Normandy #4 - The Odon Bridges Go for Broke #10 - First Action
Beyond Normandy #5 - 227th Brigade Takes Over Hammer & Sickle #24 - Big Red One
Beyond Normandy #6 - St. Manvieu Counterattack Iron Curtain #4 - Big Red One
Beyond Normandy #7 - St. Manvieu Counterattack II Pusan Perimeter #4 - Ch'unch'on Day 2
C&CV2: The King's Officers #18 - War in the Hedgerows: Operation Epsom, 1944 Pusan Perimeter #5 - The Korangp’o-ri Position
Eastern Front #14 - The Brandenburgers Pusan Perimeter #6 - Chaos at Uijongbu
Eastern Front #15 - Zelva Panzer Grenadier #31 - The Brandenburgers
Eastern Front #16 - Heavy Tank Attack Panzer Grenadier #41 - Zelva
Fire in the Steppe #12 - Seven Seven Seven Seven River Battleships #6 - Marines Land
Fire in the Steppe #13 - Tank Battle at Leshniv River Battleships #17 - Marines Battle
Fire in the Steppe #14 - Red Banners Saipan 1944 #28 - Death Valley
Errors? Omissions? Report them!
Homeland Security
Dragon’s Teeth #5
(Attacker) United States vs Germany (Defender)
Formations Involved
Germany 9th Panzer Division
United States 1st "Big Red One" Infantry Division
United States 3rd "Spearhead" Armored Division
Display
Balance:



Overall balance chart for DrnT005
Total
Side 1 0
Draw 0
Side 2 0
Overall Rating, 0 votes
5
4
3
2
1
0
Scenario Rank: --- of 921
Parent Game Dragon’s Teeth
Historicity Historical
Date 1944-09-16
Start Time 07:00
Turn Count 24
Visibility Day
Counters 77
Net Morale 1
Net Initiative 3
Maps 2: 22, 23
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 237
AAR Bounty 227
Total Plays 0
Total AARs 0
Battle Types
Delaying Action
Hill Control
Inflict Enemy Casualties
Urban Assault
Conditions
Anti-infantry Wire
Entrenchments
Minefields
Off-board Artillery
Reinforcements
Scenario Requirements & Playability
Dragon’s Teeth Base Game
Introduction

Nazi Germany poured vast sums of money, concrete, steel and labor into its "West Wall" defenses, but even the stoutest fortifications are useless with no one to man them. When the U.S. VII Corps began its attack on the first belt, known as the Scharnhorst Line, in some places the Landesschützen or "homeland security" battalions simply ran away rather than fight. But when they reached the second fortified zone known as the Schill Line, the Americans found a very different situation.

Conclusion

After several days in which they displayed little fighting spirit, the Germans finally rallied to try to hold their fortified line. Hidden anti-tank guns knocked out half a dozen Shermans, and the Americans called in infantry reinforcements. Fighting raged among the pillboxes for the remainder of the day before the Americans finally broke through and declared the West Wall breached.

Additional Notes

Vassal players should consider using the Landesschutzen pieces found in the Volksgrenadier OOB extension in place of the reduced para counters. It just more distinctive.


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
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
  • 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
Luftwaffe
  • Foot
United States Order of Battle
Army

Display Errata (3)

3 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 54

The movement allowance on the counters in Airborne is misprinted. It should be "3."

(rerathbun on 2012 Jan 30)
Overall balance chart for 25

The M18 has a special rule in Battle of the Bulge but it applies globally: "A two-step M18 unit can fire one anti-tank shot and move half its movement allowance (retain fractions) in a single impulse. The order in which it does these two actions is the player's choice."

(Shad on 2010 Dec 15)
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