A Costly Mistake Invasion 1944 #3 |
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(Defender) Germany | vs | United States (Attacker) |
Formations Involved | ||
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Germany | 3rd Fallschirmjager Division | |
United States | 116th "Stonewallers" Infantry Regiment | |
United States | 743rd Tank Battalion | |
United States | 747th Tank Battalion |
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Overall Rating, 11 votes |
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3
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Scenario Rank: 779 of 940 |
Parent Game | Invasion 1944 |
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Historicity | Historical |
Date | 1944-06-16 |
Start Time | 09:15 |
Turn Count | 12 |
Visibility | Day |
Counters | 22 |
Net Morale | 0 |
Net Initiative | 1 |
Maps | 1: 106 |
Layout Dimensions | 43 x 28 cm 17 x 11 in |
Play Bounty | 124 |
AAR Bounty | 153 |
Total Plays | 10 |
Total AARs | 4 |
Battle Types |
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Urban Assault |
Conditions |
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Off-board Artillery |
Scenario Requirements & Playability | |
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Invasion 1944 | Base Game |
Introduction |
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Company E of the 115th Infantry Regiment, assigned to relieve the Stonewallers of the 116th Infantry Regiment, had deployed slowly at Saint-Clair-sur-l'Elle during the morning of 16 June. Some quick-thinking fallschirmjägers spotted the oversight and occupied the village far in the rear of the thrust toward St. Lo. Company E was unable to dislodge the Germans, and more and more Americans had to be committed to the effort to re-take the village. |
Conclusion |
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The whole 2nd Battalion was eventually needed to clear the stubborn fallschirmjagers from the village. One especially troublesome fallschirmjager in a church steeple shot Captain Frank O'Connor who commanded Company E. The company's mistake had not only cost the regiment a company commander but they were unable to use the rest of the battalion to exploit their morning success as planned. The ability of the German forces to use the broken terrain and the anonymity of night to reoccupy areas behind the American front resulted in the need to fight for the same objectives more than once. |
Additional Notes |
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Introductory scenario #3 |
AFV Rules Pertaining to this Scenario's Order of Battle |
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3rd Fallschirmjagers Hold Fast... Again | ||||||||||||
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The troop strength for the US infantry and German Fallschirmjagers are pretty balances, but adding in the 2 HMG platoons, a platoon of Stuart tanks and off-board artillery to the US side seemingly makes this favor the US side. What caused this to be a draw was the morale of the Fallschirmjagers - despite bombarding the town and sending a couple of the German platoons fleeing as well as subjecting the town to machine-gun attacks, at the end of column 12 the Germans held the high ground next to Saint-Clair-sur-l'Elle and both hexes of the town were still very much disputed though the remaining strength in hex 804 favored the US and in 803 favored the Germans. The Stuart tanks were hit by mortar fire which demoralized them and sent them fleeing away from the battle, and they did not re-engage the battle until the very last turn. The Fallschirmjagers held fast yet again, slowing down the US attack. |
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5 Comments |
Take Sainte Claire if you can, Boys! | ||||||||||||||
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This was a 2-session play-through with the careful and determined, Col. Sonichu, as the defending German Commander. We dispensed with the stultifying optional Fog of War rule, but used the smoke/illum, excess initiative and extended assault rules. I played the attacking US side. The first session was characterized by very fine die rolling by the German Commander and his garrison centered on the 2-hex town of Sainte-Clair-sur-l’Elle. By the end of turn 8, there were already 6 American step losses of infantry due to both highly accurate direct and opportunity fires; coupled with misplaced, friendly fire by US artillery. The north hex of Sainte Claire was contested in a bitter close assault that slowly turned in favor of the attacking America combined arms team in turns 8-10. Surprisingingly, 2 platoons of tough German paratroopers panicked and fled the northern town hew. As the PG fates would have it, ultimately, this morale failure would be the undoing of the Axis defense The southern hex was still uncontested at the end of the 10th game turn. By the end of the session, step loses were 6 for the Americans, and 3 for the German side, including their sole mortar platoon. The best that the US-side could hope for at this stage was a very slim chance of pushing the tough Luftwaffe paratroopers out of both town hexes for a minor victory. The 2nd session featured the decisive engagement of both sides in hotly-contested assault fighting in Sainte Claire with the result that the Americans were able to hold on to a single town hex. The other was still contested when time ran out. At that point, we declared the scenario a draw. If it had gone on for another two turns, the Germans would likely have prevailed by recapturing the American-held, north hex of the town. This one is recommended for SHARED and SOLO play and it deserves a rating of 4. |
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0 Comments |
Lucky to Draw this One! | ||||||||||||||
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This was a 3-session play-through with the redoubtable and hilarious, Treadasaurus, leading the defending Germans. We ignored the defense-favoring Fog of War, but used the smoke/illum, excess initiative and extended assault rules. I had the attacking Americans in this wild ride that ended in a very close draw. We drew middling leaders for both sides. The American senior leader was killed for a decapitation in the 8th turn. Others have described this battle in-depth, so I will just summarize our play. All three sessions were bloody and frustrating, with fierce fighting over the 2-hex town of Sainte-Clair-sur-l’Elle. The game ended with half a loaf as only a single town hex was controlled by the US side. The German paras were just too tough in the close assaults. I give this one a 3, and recommend it for solitaire and shared play. |
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0 Comments |
A slugfest for the town. | ||||||||||||
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This one turned out to be nothing more than a heads up battle for the town proper. (If it hadn't been for a couple of unlucky die rolls at end, the verdict would have gone the other way.) The only thing that kept this scenario from being graded a "1" was the fact that the hedges kept coordination between the American units virtually nil. |
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0 Comments |
How much mortar does it take to Demoralize the Stuarts? 16pts (might be 12 with visible target) gives you a 1/36th chance... 21pts gets you a 1/18th chance....
must have been a lot of mortars..... (only X results cause a morale check against AFV....for BF or DF)
Thanks for the info, I missed that… I knew that the Stuarts were light but didn’t think a single 8-strength mortar should be able to stop them. I’ll file that nugget away for future reference.
I don't have the game, so I don't know what was in the scenario.... thanks for the response....I thought I was losing the thread or something.... Keep at it Mike!...this game is a hoot, for sure!
It is always interesting to see if you are really interpreting the rules correctly or not... now I may have to replay from the point at which the Stuarts were taken out of the equation!
And if you had been playing it with VASSAL, you could just open that file, and continue.....
Vassal/Uber is goodness....