Panzer Grenadier Battles on June 27th:
Arctic Front Deluxe #31 - The Tank Sausage Go for Broke 3 #11 - The Nisei Go Rolling Along
Beyond Normandy #8 - Highland Light Infantry Repulsed Go for Broke #11 - The Nisei Go Rolling Along
Beyond Normandy #9 - Colleville Hammer & Sickle #25 - North German Plain
Beyond Normandy #10 - Counterattack at Cheux Iron Curtain #5 - North German Plain
Beyond Normandy #11 - Grainville 1 Pusan Perimeter #7 - Night Ambush
Beyond Normandy #12 - Tourmauville Pusan Perimeter #8 - Back Again!
Beyond Normandy #13 - The Gavrus Bridge Pusan Perimeter #9 - Ch’unch’on Day 3
Beyond Normandy #14 - The Bridgehead I Pusan Perimeter #10 - Secret Gardens
First Axis #8 - Mopping up Puppet Brigade #1 - Mopping Up
Fire in the Steppe #17 - Fortune Favors the Inept Saipan 1944 #29 - Breakout: Seven Lives for One's Country
Fronte Russo #24 - Last Battle for Hill 331.7 Slovakia’s War #2 - Mopping Up
Go for Broke 2 #11 - The Nisei Go Rolling Along
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The Road to Puffendorf
Dragon’s Teeth #26
(Defender) Germany vs United States (Attacker)
Formations Involved
Germany 183rd Volksgrenadier Division
Germany 246th Volksgrenadier Division
United States 2nd "Hell on Wheels" Armored Division
Display
Balance:



Overall balance chart for DrnT026
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 1944-11-16
Start Time 12:45
Turn Count 26
Visibility Day
Counters 94
Net Morale 1
Net Initiative 2
Maps 3: 22, 23, 24
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 247
AAR Bounty 227
Total Plays 0
Total AARs 0
Battle Types
Inflict Enemy Casualties
Road Control
Urban Assault
Conditions
Entrenchments
Off-board Artillery
Reinforcements
Severe Weather
Scenario Requirements & Playability
Dragon’s Teeth Base Game
Introduction

Second Armored Division’s initial objective was to sever the Germans’ last north-south line of communication west of the Roer River. Only a small strip of groundd leading to Puffendorf was suitable for armored vehicles, and the constant rains had turned it muddy. After taking a tank ride to test the off-road conditions, division commander Maj. Gen. Ernest N. Harmon ordered the advance.

Conclusion

While Combat Command A waited behind 29th Infantry Division to exploit any bridgehead over the Roer River, the Spearhead Division’s Combat Command B would lead the way to Puffendorf. With over four battalions of extra infantry attached, Combat Command B secured all objectives in addition to the high ground adjacent to Puffendorf. The American armor suffered only very light losses against weak resistance except at Apweiler, were seven Shermans had been destroyed. That night the 246th Volksgrenadier Division reported to headquarters that “the hole can no longer be mended.”

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
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)

Display Order of Battle

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

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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