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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Tusk Hogs
Dragon’s Teeth #32
(Defender) Germany vs United States (Attacker)
Formations Involved
Germany 246th Volksgrenadier Division
Germany 3rd Panzergrenadier Division
United States 120th "Third North Carolina" Infantry Regiment
Display
Balance:



Overall balance chart for DrnT032
Total
Side 1 0
Draw 0
Side 2 0
Overall Rating, 0 votes
5
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1
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Scenario Rank: --- of 940
Parent Game Dragon’s Teeth
Historicity Historical
Date 1944-11-22
Start Time 08:00
Turn Count 20
Visibility Day
Counters 81
Net Morale 1
Net Initiative 2
Maps 3: 22, 23, 24
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 241
AAR Bounty 227
Total Plays 0
Total AARs 0
Battle Types
Hill Control
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Severe Weather
Scenario Requirements & Playability
Dragon’s Teeth Base Game
Introduction

Despite wretched weather including heavy rain, the 30th Infantry Division ordered its 120th “Tusk Hogs” Infantry Regiment to press forward and capture the village of Lohn. The Germans holding the town had suffered heavy casualties and radio intercepts included repeated calls for reinforcements; the division staff hoped to seize the town before any fresh troops arrived. The North Carolina Guardsmen would have to hurry to root out the Germans.

Conclusion

The Americans worked their way steadily towards Lohn until three tanks occupying some high ground brought their progress to a halt. The accompanying tank destroyers proved incapable of dislodging them, but eventually the German tanks left and the American advance continued. Upon reaching Lohn some German tank destroyers “caused considerable trouble” against the American flank, and with the enemy still occupying part of the town things were far from secure when the action stopped for the night.

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).
  • 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)

Display Order of Battle

Germany Order of Battle
Heer
  • Mechanized
  • Motorized
  • Towed
Luftwaffe
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 39

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

(plloyd1010 on 2015 Jul 31)
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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