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
Errors? Omissions? Report them!
An Artillery War
Dragon’s Teeth #36
(Attacker) Germany vs United States (Defender)
Formations Involved
Germany 340th Volksgrenadier Division
United States 29th "'Blue and Grey" Infantry Division
Display
Balance:



Overall balance chart for DrnT036
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 1944-11-25
Start Time 08:00
Turn Count 20
Visibility Day
Counters 123
Net Morale 0
Net Initiative 1
Maps 2: 22, 24
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 248
AAR Bounty 227
Total Plays 0
Total AARs 0
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Severe Weather
Scenario Requirements & Playability
Dragon’s Teeth Base Game
Introduction

The American November offensive saw both sides employ increasing amounts of artillery fire, but nowhere was this more evident than at Bourheim, objective of the 29th “Blue and Gray” Infantry Division. In just this sector, the Americans fired an estimated 27,500 rounds per day, while the Germans flung back just over 13,000. Into that storm of steel, a freshly-arrived German division prepared to counter-attack.

Conclusion

The American 3-inch anti-tank guns rushed in the previous day proved ineffective as German artillery neutralized the gun crews. Once into the town, a single German tank devastated the command post while the others spread out to wreak havoc. Frantic cries went out for bazooka teams, but those too proved ineffective against the troublesome tanks. The Americans then tried satchel charges, and that plus the fact that the enemy tanks had lost their infantry support by then convinced them to withdraw. The fighting at Koslar ended with two American companies surrounded, and it would take almost three days for the other American units to reach them.

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
  • 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)
  • 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).

Display Order of Battle

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

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 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(Shad on 2010 Dec 15)
Overall balance chart for 54

The movement allowance on the counters in Airborne is misprinted. It should be "3."

(rerathbun on 2012 Jan 30)
Errors? Omissions? Report them!
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