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
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Panzer Grenadiers
Dragon’s Teeth #22
(Attacker) Germany vs United States (Defender)
Formations Involved
Germany 3rd Panzergrenadier Division
United States 16th "Semper Paratus"" Infantry Regiment
United States 634th Tank Destroyer Battalion
Display
Balance:



Overall balance chart for DrnT022
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 1944-10-14
Start Time 11:00
Turn Count 26
Visibility Day
Counters 146
Net Morale 0
Net Initiative 2
Maps 2: 23, 24
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 256
AAR Bounty 227
Total Plays 0
Total AARs 0
Battle Types
Exit the Battle Area
Inflict Enemy Casualties
Road Control
Conditions
Off-board Artillery
Reinforcements
Scenario Requirements & Playability
Dragon’s Teeth Base Game
Introduction

Third Panzer Grenadier Division had endured a tough year, suffering heavy losses in Italy before moving to France in the summer of 1944 to be punished some more. Granted two weeks to rest and absorb replacements, the division returned to the front as soon as it was rated fit for limited offensive action. This still made them the strongest formation in 7th Army, which ordered them to use all available resources to prevent the looming American encirclement of Aachen as quickly as possible.

Conclusion

Army Group commander Gen. Walter Model ordered an attack late in the morning to achieve tactical surprise, and it worked. By 1300 two companies of the 16th Infantry Regiment had been overrun, and they radioed that the situation was critical. But as was often the case, just when the Germans stood on the verge of success, massed American artillery fire turned German thoughts from reaching Aachen to merely surviving. The Americans would complete the city’s encirclement on the 16th, with the last of the city garrison surrendering on the 21st.


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)
  • 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).
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.

Display Order of Battle

Germany Order of Battle
Heer
  • Motorized
United States Order of Battle
Army
  • Motorized
  • Towed

Display Errata (5)

5 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 51

One Wespe (ID# 1201) should have an armor value of 1 on the front and back of the counter.

(Shad on 2010 Dec 15)
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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