Panzer Grenadier Battles on September 28th:
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Fronte Russo #5 - Breakout from Kamenka Peace in Our Time #6 - Fortress Nachod
Heroes of the Soviet Union #17 - Red Parachutes: Rzhishchev Bridgehead Peace in Our Time #7 - Air Pollution
Heroes of the Soviet Union #18 - Red Parachutes: Bukrin Bridgehead Peace in Our Time #9 - Trash Disposal
Peace in Our Time #1 - Austrian Border White Eagles #12 - Hereditary Enemy
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Road X to Grosshau
Dragon’s Teeth #31
(Defender) Germany vs United States (Attacker)
Formations Involved
Germany 275th Infantry Division
Germany 344th Volksgrenadier Division
United States 22nd Infantry Regiment
Display
Balance:



Overall balance chart for DrnT031
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 938
Parent Game Dragon’s Teeth
Historicity Historical
Date 1944-11-20
Start Time 08:45
Turn Count 18
Visibility Day
Counters 60
Net Morale 1
Net Initiative 1
Maps 2: 23, 25
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 230
AAR Bounty 227
Total Plays 0
Total AARs 0
Battle Types
Hill Control
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Scenario Requirements & Playability
Dragon’s Teeth Base Game
Introduction

While two of 4th Infantry Division’s regiments made good progress, some accurate German long-range artillery fire interrupted the flow of supplies to the division’s 22nd Infantry Regiment. That slowed their advance down the route labeled “Road X” on American situation maps, a narrow forest road leading to Grosshau, the regiment’s objective. That delay allowed the Germans to rush a depleted division northward to plug the gap in their lines before the Americans could burst through.

Conclusion

While two of 4th Infantry Division’s regiments made good progress, some accurate German long-range artillery fire interrupted the flow of supplies to the division’s 22nd Infantry Regiment. That slowed their advance down the route labeled “Road X” on American situation maps, a narrow forest road leading to Grosshau, the regiment’s objective. That delay allowed the Germans to rush a depleted division northward to plug the gap in their lines before the Americans could burst through.

Additional Notes

The pieces provided work just fine. For players wanting a more distinctively volksgrenadier counters, there options. One set of pieces may be downloaded from Avalanche Press or an expanded set may be downloaded from PG-HQ. Note that game-wise that PARA counters have a greater reduced strength than GREN.


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)
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable

Display Order of Battle

Germany Order of Battle
Heer
  • Mechanized
  • Towed
Luftwaffe
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 39

Reduce strength direct fire value be came 5-5 in Army at Dawn.

(plloyd1010 on 2015 Jul 31)
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