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Total |
Side 1 |
0 |
Draw |
0 |
Side 2 |
0 |
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Total |
Side 1 |
0 |
Draw |
0 |
Side 2 |
0 |
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Total |
Side 1 |
0 |
Draw |
0 |
Side 2 |
0 |
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Overall Rating, 0 votes |
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Scenario Rank:
--- of 940 |
Parent Game |
Dragon’s Teeth |
Historicity |
Historical |
Date |
1944-11-20 |
Start Time |
03:00 |
Turn Count |
18 |
Visibility |
Night |
Counters |
34 |
Net Morale |
1 |
Net Initiative |
1 |
Maps |
1: 24 |
Layout Dimensions |
43 x 28 cm 17 x 11 in |
Play Bounty |
217 |
AAR Bounty |
227 |
Total Plays |
0 |
Total AARs |
0 |
Introduction
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All the previous day, the battered 104th Grenadier Regiment had fought to deny the Americans the key village of Heistern. Whoever controlled the village also controlled the valley beyond, with unimpeded observation all the way to Langerwehe. “We need Heistern, before we can go anywhere,” officers of the U.S. 16th Infantry Regiment told their men. On the other side, knowing his regiment would never stand another day’s fighting, shortly after midnight Colonel Josef Kimbacher personally led his survivors against the Americans encircling them to the north.
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Conclusion
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The German regiment had already been reduced in strength to less than a battalion, and American firepower reduced it further: the Germans left at least 250 dead strewn about the village, and the Americans took another 120 prisoners, including the colonel. Within a few hours the Americans had taken the rest of Heistern, as Kimbacher’s foolish attack – fairly typical for the German forces trying to hold on in the Rhineland – had destroyed the forces that could have held the place.
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Additional Notes
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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).
- 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 Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
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United States Order of Battle
1 Errata Item |
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The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France.
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