|
|
Total |
Side 1 |
0 |
Draw |
0 |
Side 2 |
0 |
|
Total |
Side 1 |
0 |
Draw |
0 |
Side 2 |
0 |
|
Total |
Side 1 |
0 |
Draw |
0 |
Side 2 |
0 |
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Overall Rating, 0 votes |
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Scenario Rank:
--- of 940 |
Parent Game |
Elsenborn Revised |
Historicity |
Historical |
Date |
1944-12-19 |
Start Time |
11:00 |
Turn Count |
24 |
Visibility |
Day & Night |
Counters |
58 |
Net Morale |
1 |
Net Initiative |
2 |
Maps |
2: 22, 23 |
Layout Dimensions |
86 x 28 cm 34 x 11 in |
Play Bounty |
230 |
AAR Bounty |
227 |
Total Plays |
0 |
Total AARs |
0 |
Introduction
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Expected to play a major role in the offensive, the 3rd Parachute Division failed to make much progress against very weak opposition. At one point, an entire Fallschirmjager regiment was held up for a day by a single American platoon, suffering hundreds of casualties. No longer "the best damn soldiers I ever saw" as one American colonel had called them six months earlier, the division dawdled along behind the SS panzers until ordered to resume attacking a newly-arrived American unit.
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Conclusion
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Third Parachute Division made only what the U.S. official history called "desultory attacks" on the American position, showing little enthusiasm. Massive casualties during the Normandy campaign had led to the division being rebuilt with an infusion of surplus Air Force ground crews and raw recruits, but nothing could replace the experienced junior officers who had been lost. The Big Red One's 16th Infantry Regiment easily fought off their attacks.
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Additional Notes
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This scenario is completely playable using the maps and pieces from Battle of the Bulge 2: Elsenborn Ridge |
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).
- Prime Movers: Transports which only transport towed units and/or leaders (May not carry personnel units). May or may not be armored (armored models are open-top). All are mechanized. (SB)
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United States Order of Battle
1 Errata Item |
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Reduce strength direct fire value be came 5-5 in Army at Dawn.
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