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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An Ominous Sign
Invasion 1944 #2
(Defender) Germany vs United States (Attacker)
Formations Involved
Germany 352nd Infantry Division
Germany 3rd Fallschirmjager Division
United States 116th "Stonewallers" Infantry Regiment
United States 743rd Tank Battalion
United States 747th Tank Battalion
Display
Balance:



Overall balance chart for IN44002
Total
Side 1 4
Draw 0
Side 2 5
Overall Rating, 11 votes
5
4
3
2
1
3.73
Scenario Rank: 244 of 940
Parent Game Invasion 1944
Historicity Historical
Date 1944-06-13
Start Time 05:00
Turn Count 20
Visibility Day
Counters 41
Net Morale 0
Net Initiative 1
Maps 2: 106, 107
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 139
AAR Bounty 141
Total Plays 9
Total AARs 6
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Severe Weather
Scenario Requirements & Playability
Invasion 1944 Base Game
Introduction

Constant advances had led the 29th to cross the River L'Elle towards St. Lo. The next Norman town awaiting was Couvains. The Stonewallers (the 116th Infantry traced its lineage to the Army of Northern Virginia's Stonewall Brigade) awoke to an eerily silent world shrouded in fog. Veterans patiently explained to the green troops that it was so quiet because the fighting yesterday had frightened off the birds while officers worried that navigation would be virtually impossible while communications were out again. Into this ghostly world they started on their way to Couvains to discover that the Germans had added a new element to the equation.

Conclusion

Officers successfully overcame the problems of navigating through the fog-shrouded bocage, resulting in the liberation of Couvains. During the fighting some Germans who had been captured were wearing different uniforms and helmets than the ordinary Wehrmacht soldier. Careful questioning gained the information that these men were from the 3rd Fallschirmjager Division who had been sent here to drive the Allies back into the sea or die trying. To these men that was no idle statement as their division was virtually destroyed in Normandy

Additional Notes

Introductory scenario #2


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
  • Towed
Luftwaffe
United States Order of Battle
Army
  • Mechanized

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 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)

Display AARs (6)

Attack by Fire
Author Blackcloud6
Method Solo
Victor United States
Play Date 2018-12-01
Language English
Scenario IN44002

After playing the first scenario of Invasion 44 I was once again frustrated on how hard it is to make assaults work in towns and entrenchments. So I went to he forums and was advised it is best to simply stand off and use fire power to gradually wear down the defender, especially if the attacker is the firepower heavy Americans. So that is what I set out to do in this scenario to see if it works.

And it did.

The Americans moved out with their entire force together through the bocage right at Le Fresne. The Germans cleverly put a dug in AT gun and Grenadier Platoon on the 0711 which prevented a rush down the road by the Americans. The Americans took two hours to reduce Les Fresnes and then moved out across country to Couvains in the south held by the Fallschirmjaegers. Again, they Americans setup and pounded the town, knowing this time all they had to do was gain a foothold and prevent German control while keeping casualties down.

It was tough though to crack the high morale German paratroopers but finally they began to crack and in the last hour of combat the Americans entered the town in three spots. They even cleared out one hex with Stuarts which had the wagon towing the ATG all the way form the hill. They did all of this without losing any steps and thus stayed below the five loss threshold thus achieving two of the three VCs: take Les Fresnes and stay below five step losses. The Germans couldn't control Couvains so the Americans won a minor victory.

After all these playings of PG, is the light bulb starting to light up?

1 Comment
2022-08-14 14:50

Hmm, a wise, former-infantry Colonel and PG expert once told me: "Never close assault in urban or rural settings without using your adjacent-hex, firepower to disrupt or demoralize the defenders FIRST. Making an assault should be the last option you consider if the defenders are undamaged."

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Fog of War
Author Warhawk1955 (United States)
Method Face to Face
Victor Germany
Participants Dan_Huffman
Play Date 2017-01-03
Language English
Scenario IN44002

This was a continuation of the Attacks of the 29th but with a twist. In this scenario there is Heavy fog. Again I was the American and attacking and Dan was the defending Germans. Things did not work out for the American’s as well this time and Dan and his Germans achieved a minor victory. This was thanks to the surprise of the German Fallschirmjager’s. I will say these guys are hard to keep Disrupted/Demoralize and even harder to get rid of. In the end I could not take complete control of Couvains and Dan had some great rolls and I lost more than 5 steps

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3rd Fallschirmjagers Hold Fast
Author mikejames38
Method Solo
Victor Germany
Play Date 2022-09-06
Language English
Scenario IN44002

At the beginning of the game the German forces are split into two groups-regular Wehrmacht to the north and Fallschirmjagers entering from the south. In establishing their defense in the north, the Wehrmacht units split into two sub-groups - one defending Les Fresnes and another dug in on a hill near the crossroads to delay the US advance towards Couvains. Splitting the forces cost the Wehrmacht, as Les Fresnes fell quickly. While the group dug in at the crossroads did delay the US infantry somewhat, they were battered by off-board artillery and mortars, reducing their number and leaving them demoralized and leaderless after Captain Trauth fell during an assault by US infantry on their position. After Trauth fell, the remnants of the group were mopped up easily.

The delaying action by this group did allow the Fallschirmjagers entering the map at the south edge to proceed to Couvains unmolested and set up their defenses. The advance of the US forces was hampered by fog until the final turn, with visibility 1-2 hexes for most of the game-this limited their ability to pound Couvains with direct fire or artillery, as the spotting unit had to be adjacent to the target which led to losses from German direct fire. Wehrmacht stragglers, Lieutenants Madelung and Olbrich along with some anti-tank guns and a HMG platoon, arrived to assist the Fallschirmjagers before the US forces closed on Couvains. By turn 12 assaults began in all town hexes, and the Fallschirmjagers held fast-US troops became disrupted and demoralized, fell back and were replaced by fresh troops who suffered the same fate. The US armor advantage was for naught, as the Sherman platoon was demoralized and the platoon of Stuart tanks destroyed. As the game ended, Couvains was surrounded by broken US units, the Germans held one town hex and the others were still being disputed.

Lt. Madelung, who with an HMG platoon held off US advances against Couvains for several turns before being overrun and annihilated, was posthumously awarded the Iron Cross.

The losses for the US were not light - 7 step losses - but given their numerical superiority they were still an effective fighting force. The losses for the Germans were nearly double at 13 step losses - of the Wehrmacht forces that began the game, only Lt. Olbrich survived. The Fallschirmjagers suffered losses as well, 4 of the total 13 steps... with orders to hold Couvains to the last man, they did so and had still not given an inch of ground as the game ended for a minor German victory that felt pretty major.

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A slug through the hedges.
Author Grognard Gunny
Method Solo
Victor United States
Play Date 2023-02-02
Language English
Scenario IN44002

This one went rather badly for the Americans at first. They spit their forces and the Germans played the delayer for both towns. In retrospect, the Americans could have just taken the closest town and delayed the Germans from reinforcing the Northern most (and weakest) group of forces and kept their losses to a minimum. (Still a win!) However, I went for the whole enchilada and darn near lost my pants. A revisiter scenario, to be sure. (I played this scenario WITH the advanced rules for the hedgerows, even though they don't kick in until the fourth scenario.)

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Bocages, fog and night
Author Gikakan
Method Solo
Victor United States
Play Date 2023-12-01
Language English
Scenario IN44002

If bocages was not enough, now we also had night and heavy fog. So there was basically no visibility for first half of game. Americans take Les Fresnes easily on turn 4. But then, they spend most of the time navigating the fog and inflicting heavy causality to Germans. It’s was pretty close until last turn, as Americans have exactly 5 step losses, so result was far from certain. Anyway, Couvains was not fully liberated, so just a minor victory for Americans. Assault town hexes is very very hard.

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Hold a Slice of Couvains at all Costs
Author treadasaurusrex (Germany)
Method VASSAL
Victor Germany
Participants Col. Sonichu
Play Date 2022-09-04
Language English
Scenario IN44002

This was a 3-session introductory scenario with the clever & adaptable Col. Sonichu commanding an American combined arms force. We used the optional smoke, consolidation, extended assault and excess initiative rules and the annoying fog of war rule. I played the defending, fog-bound, Germans in this over-long scenario.

The first session (game turns 1-4) featured a near-flawless American movement to contact marred only by accurate German OBA that eliminated a mortar platoon on the road on the north edge of Map 106 in the first turn. The US force veered to the left and proceeded to attack the garrison in Le Fresne. A step loss of US infantry to close range opfire did not slow down the methodical surrounding of the town. A successful close assault eliminated half the garrison, and liberated the eastern hex of Le Fresne (Hex 0803) during turn 3. A second close assault on the remaining German-occupied town hex initially resulted in the demoralization of the garrison commander who fled to the south in abject terror. This left only a single grenadier platoon and their intrepid, mascot snail: Laszlo. Between us, we threw a combined FIVE combat 7-die rolls this session.

The second session (game turns 5-9) featured a real thrashing for the Germans, beginning with the liberation of the last town hex in Le Fresne, although their pet snail: Laszlo, was able to escape by hiding in a fleeing grenadier’s pocket. The relentless and methodical US attack continued, pushing the Jerries further down the road and off the southeast hill on Map 106. A combined arms attack with M-5 light tanks drove the paratroopers out of their original position before they could dig in along the road. Step losses ended up at 2 for the Americans, and 8 for the Germans. US morale recoveries were almost always successful this session and the German initiative was reduced to zero. Between us, we threw and annoying THIRTEEN combat 7-die rolls this time.

The 3rd session (game turns 10-20) included a series of grim & costly close assault defeats for the Germans, ending with the liberation of the ALL but one town hex in Couvains (107-0807). The Americans methodically moved south and west, slowed only by the need to periodically recover morale from several scattered units. Combined arms attacks in Couvains eliminated the last of the German artillery and mortars, however, Lazslo, survived multiple close assaults in the last remaining Luftwaffe Captain’s hip pocket! The final step losses were 14 for the defending Germans and 7 for the seemingly triumphant American side.

Once again in this play-through, there were a combined total of THIRTEEN combat 7-die rolls this session. As a bonus, Col. Sonichu tied Tony Langston’s standing record (when playing me) with EIGHT combat 7-die rolls. By game end, there were only 6 FOW-shortened turns.

This scenario gets a 3 from me, primarily because it was fun to play, though too long. The flawed victory conditions allowed the Germans to sneak off with a minor victory, in what should have been a draw – given their very heavy losses. The Americans liberated Le Fresne and also controlled all but ONE town hex of Couvains, but they lost more than 5 steps in the process. The Germans mostly got clobbered nearly everywhere they tried to make a stand, but were able to hang on to the single town hex needed to ensure a minor victory.

My suggestions for a more balanced scenario is to revise the victory conditions and allow a higher level of US casualties (at least 7 step losses) while still requiring that Le Fresne be controlled, and also require that just 3 of the 4 town hexes of Couvains be occupied at game end. This scenario should also be shortened to about 18 turns.

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