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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Disaster at Merode
Dragon’s Teeth #41
(Defender) Germany vs United States (Attacker)
Formations Involved
Germany 3rd Fallschirmjager Division
United States 1st "Big Red One" Infantry Division
United States 745th Tank Battalion
Display
Balance:



Overall balance chart for DrnT041
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 1944-11-29
Start Time 15:45
Turn Count 24
Visibility Night
Counters 69
Net Morale 1
Net Initiative 1
Maps 1: 24
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 229
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 village of Merode blocked one of the northernmost exits from the Hürtgen Forest. A single mud-choked road led directly west into the forest and provided an unobstructed view of anyone attempting to drive the defenders from the village. The inexperienced German “paratroopers” would try to secure the strategic junction before the Big Red One could do so.

Conclusion

Heavy artillery fire disrupted the American armor and ruined the operation’s timing. Despite heavy casualties, two companies managed to enter the village where they were counterattacked. The artillery which had delayed the armor earlier now prevented reinforcements from reaching the harried GI's. Long into the night the Germans pressed home their advantage and in one of the darkest days of a nasty campaign 120 Americans became casualties and another 165 were herded into captivity.


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: all are closed-top and provide the +1 Assault bonus, when applicable

Display Order of Battle

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

Display Errata (1)

1 Errata Item
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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