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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Withdrawal From Übach
Dragon’s Teeth #16
(Defender) Germany vs United States (Attacker)
Formations Involved
Germany 183rd Volksgrenadier Division
United States 117th Infantry Regiment
United States 2nd "Hell on Wheels" Armored Division
Display
Balance:



Overall balance chart for DrnT016
Total
Side 1 0
Draw 0
Side 2 0
Overall Rating, 0 votes
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1
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Scenario Rank: --- of 940
Parent Game Dragon’s Teeth
Historicity Historical
Date 1944-10-04
Start Time 07:00
Turn Count 26
Visibility Day
Counters 147
Net Morale 1
Net Initiative 2
Maps 2: 22, 23
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 255
AAR Bounty 227
Total Plays 0
Total AARs 0
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 previous day’s fighting had ended with a confused situation in the town of Übach, just north of Aachen. Possession of the town would give the Americans a breach in the West Wall and unhinge Aachen’s defenses, making it a crucial objective for both sides. Opposing forces held adjacent houses, and tanks of the 2nd Armored Division stood by just outside the town waiting to exploit any opening. That night, XIX Corps commander Charles H. Corlett once again ordered 30th Infantry Division to clear a path for a planned armored assault the next morning.

“As there was to be no one on my left or right,” Lt. Col. S.T. McDowell of the 117th Infantry’s 3rd Battalion wrote later, “I did not cherish the idea of ending my army career in Zu Übach. The object in taking Ubach was to afford a break out position for the 2nd. Armored Division.”

Conclusion

The badly-depleted Volksgrenadier division pulled out of Übach during the night. The Americans began a well-organized looting of the town’s shops loading up shoes, furniture, bedding and other goods into trucks and taking them to distribute to Dutch and Belgian civilians rendered homeless by the retreating German Army. Numerous German counterattacks (aided by fog that grounded US aircraft) slowed the American advance to a crawl. Near Palenberg things became so desperate that a Technical Sergeant had to assume command of his infantry company after all his superiors were wounded or killed. The attack there was only driven off after he called down artillery fire on his own position. Despite these problems, the Americans doggedly pushed on to the outskirts of Beggendorf. “As it later turned out,” McDowell wrote, “the 2nd. Armored Division really did have to break out - I wasn't able to take all the commanding ground to the north and south of Übach.”

Additional Notes

The pieces provided work just fine. For players wanting a more distinctive counters, volksgrenadier pieces may be downloaded from Avalanche Press or an expanded set may be downloaded from PG-HQ.


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
  • Self-Propelled Artillery: 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
United States Order of Battle
Army
  • Motorized

Display Errata (4)

4 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)
Overall balance chart for 49

This unit is interchangeable with the StuH 42. Technically there never was a StuG IIIh. The StuH 42 was a StuG III with the main armament replaced with a modified 105mm howitzer. The StuG IIIh and StuH 42 counters have the same values, so there is no affect on play.

(plloyd1010 on 2015 Jan 30)
Overall balance chart for 54

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

(rerathbun on 2012 Jan 30)
Errors? Omissions? Report them!
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