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
Errors? Omissions? Report them!
Struggle for Hill 401.3
Dragon’s Teeth #42
(Defender) Germany vs United States (Attacker)
Formations Involved
Germany 353rd Infantry Division
Germany 3rd Fallschirmjager Division
United States 22nd Infantry Regiment
United States 46th Armored Infantry Battalion
Display
Balance:



Overall balance chart for DrnT042
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 1944-11-30
Start Time 09:00
Turn Count 20
Visibility Day
Counters 93
Net Morale 1
Net Initiative 1
Maps 2: 22, 25
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 240
AAR Bounty 227
Total Plays 0
Total AARs 0
Battle Types
Hill Control
Inflict Enemy Casualties
Road Control
Conditions
Off-board Artillery
Severe Weather
Scenario Requirements & Playability
Dragon’s Teeth Base Game
Introduction

Buck Lanham’s 22nd Infantry Regiment had taken heavy casualties in the repeated assault on Grosshau, so to keep the advance moving 4th Infantry Division assigned him the fresh 46th Armored Infantry Battalion from Fifth Armored Division. The height labelled 401.3 on American situation maps dominated any advance routes, and it would have to be taken by direct assault.

Conclusion

All day the 46th Armored Infantry and the 2nd Battalion of the 22nd Infantry tried to force their way up the hill in the face of murderous small arms and automatic-weapons fire. The armored infantry lost half of their strength, and finally after night fell, they claimed the crest of the hill and dug in there. It had taken sixteen days, and an enormous casualty list, but the 22nd Infantry Regiment was finally, fully out of the Hürtgen Forest.

Additional Notes

The pieces provided work just fine. For players wanting a more distinctive counters for the 353rd VG Div, 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
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)

Display Order of Battle

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

Display Errata (4)

4 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)
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)
Errors? Omissions? Report them!
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