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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Crisbecq
Invasion 1944 #8
(Defender) Germany vs United States (Attacker)
Formations Involved
Germany 709th Static Infantry Division
United States 22nd Infantry Regiment
United States 70th Tank Battalion
Display
Balance:



Overall balance chart for IN44008
Total
Side 1 1
Draw 1
Side 2 5
Overall Rating, 10 votes
5
4
3
2
1
3.5
Scenario Rank: 432 of 940
Parent Game Invasion 1944
Historicity Historical
Date 1944-06-08
Start Time 07:00
Turn Count 20
Visibility Day
Counters 72
Net Morale 1
Net Initiative 2
Maps 2: 106, 107
Layout Dimensions 86 x 28 cm
34 x 11 in
Play Bounty 148
AAR Bounty 159
Total Plays 7
Total AARs 3
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Naval Bombardment
Off-board Artillery
Randomly-drawn Aircraft
Terrain Mods
Scenario Requirements & Playability
Invasion 1944 Base Game
Introduction

Just north of Utah Beach thick concrete forts blocked the 22nd Infantry Regiment's way. The fort at Crisbecq housed 210mm guns which had fired with effect at the USS Corry on D-Day. Crisbecq was a massive concrete fort built by the Todt organization to house the coastal battery. In an attack on the 7th, it was found that the defenders had created firing lanes for all their machine guns and the artillery was all preregistered. It was hoped the addition of naval gunfire would make the difference today.

Conclusion

After the 2nd Battalion started to take some ground they were counterattacked and forced to give up their gains. Meanwhile the 1st Battalion had recovered from being routed yesterday and forced the defenders from the town of St. Marcouf. They continued on to Crisbecq where they wrested control of many of the pillboxes from the defenders. After running out of high explosives they entered the enemy trenches where they engaged in hand to hand combat. The arrival of German reinforcements proved too much and they returned back to friendly lines.


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
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable

Display Order of Battle

Germany Order of Battle
Heer
  • Mechanized
United States Order of Battle
Army
  • Mechanized

Display Errata (2)

2 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)

Display AARs (3)

Tough on the US
Author Dan_Huffman (Germany)
Method Face to Face
Victor Germany
Participants Warhawk1955
Play Date 2017-06-01
Language English
Scenario IN44008

Germans set mostly in the fort. The special rules for assault combat make it tough for US. The German support weapons: mortars, Infantry gun, and 50mm should go on the north west of board 107. More US troops set up on board 107.

Bruce had bad luck w/his naval artillery. First he took his time getting the "Sgt" aka naval spotter in position. Still has to get w/in 12 hexes. He must have rolled 1 or 2 a third of the time for no naval support.

Killed enough steps and controlled all of Crisbecq to win. Again conceded the town on board 106. Can not be everywhere as the Germans. 6 planes this scenario for US. Do not want Germans in clear hexes.

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This is a long one.....
Author Brad_Newcomer (United States)
Method Face to Face
Victor Draw
Participants ravensworth
Play Date 2019-06-01
Language English
Scenario IN44008

This is an AAR from a game played quite a few years ago. Overall, this was a very good and evenly matched scenario when one has the ability to spend enough time to complete all the turns. We estimated that we would have needed 6-8 hours of time to fully play this to its conclusion (although some of this estimate may have been based on our relatively newness to the system and such). Since we usually only have a few hours on a Sunday afternoon to play a scenario, we had to call the game before we could get to a situation where we both felt confident to "call it one way or the other." Consequently, that is why I chose this as a "DRAW" for the scenario outcome. Overall, this was another fun afternoon of gaming with this particular scenario. If we dust this one off again it will be on a day when we can completely dedicate a full day to this scenario (or do it via VASSAL where we can save the state of the game and pick it back up over multiple sessions).

AAR NOTE I am just now pulling these games off the shelf and recording our shared play results with my gaming buddy here in town where I live. Unfortunately, I can't remember the exact date of play on some of these games. However, I do know if we played them "pre-pandemic" vs. coming "right out of the pandemic lockdowns". If you see a play date of 2019-06-01, this is for a pre-pandemic game and AAR. 2022-06-01 is for our post-pandemic gaming reboots at our local game and magic card store.

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Hold Crisbecq to the Last Extremity, NOT!
Author treadasaurusrex (Germany)
Method VASSAL
Victor United States
Participants Col. Sonichu
Play Date 2022-11-21
Language English
Scenario IN44008

This was a long-extended 6-session play-through with the aggressive and indefatigable, Col. Sonichu, as the attacking US Commander. I played the overextended defending – but well-dug-in and fortified – German side. We used the optional smoke/illum, excess initiative, consolidation, American spotter aircraft, extended assault and tank riders optional rules. Happily, we dispensed with the fog of war optional rule.

The initial session (game turns 1-4) began in the southern portion of Map 107 with an American movement-to-contact in two separate approaches groups on either side of the north-south road. A lucky German OBA concentration discombobulated the supporting US 4.2 inch mortar battery, forced it to subsequently seek cover in the woods (Hex 107-101). At the same time, the other US battalion moved from the east edge of Map 106, also in two groups, with the larger moving directly toward the 2-hex town of St. Marcouf. During the 2nd turn, an immense amount of US Naval and OB artillery fell in the vicinity of Crisbecq causing considerable havoc among the dug-in German positions adjacent to the town. In the next two turns, the northern American column made contact with the small German garrison in St. Marcouf, but were met by a heavy OBA concentration that temporarily derailed their pending attack on the town. The other US force on Map 106 spread out and steadily approached the hilltop German 81mm Mortar company preparatory to decisively engaging this element. Meanwhile, the southern American force began left flanking and decisively engaging the German defensive positions southwest of Crisbecq, where they encountered fierce resistance in 2 assault hexes. During the fourth turn, a company of Sherman tanks began engaging the sole German STG-IIIG in fortified Crisbecq (Hex 107-0808) with long range AT fire. By the end of turn 4, only a single American step had been lost. Oh, and this session also featured a combined TEN combat 7-die rolls (8 German and 2 American)!

The second session (game turns 5-7) was a costly one for both sides with the final step losses amounting to 5 for the Germans, and 9 for the advancing Americans. One town hex of St. Marcouf was partially liberated by the US and a multi-turn close assault began in the remaining contested town hex. A 1,200 meter chase of the Boche garrison commander from St. Marcouf eventually resulted in his capture 6 hexes (1,200 meters) away. Fiercely-contested close assaults the southern margins of Crisbecq slowly turned in favor of the Americans, although there was a heavy 3-step loss of Sherman tanks from close range AT fire by the defending STG-IIIG assault gun unit. The American right wing began flanking the other outlying German positions SE of Crisbecq and drove off a demoralized, half-step HMG unit. A combined total of SIX utterly futile combat 7-die rolls were thrown in this session. Luckily for the defending Landsers there was no additional US Naval gunfire support.

The long-delayed third session (game turns 8-9) was fun & featured the Americans continuing their inexorable advance & completing their liberation of St. Marcouf in the north, which yielded 2 more victory points. US units closed in on the margins of Crisbecq, slowed only be the need for frequent moral recoveries. A brave German Captain gave his life for the Fatherland by leading a bloody counterattack in Hex 107-1709, which only slight delayed the American advance, although his sacrifice did cause the American initiative to fall to a 1. By the end of this costly session, step losses were: 11 for the US-side, and 12 for the defending Germans. The Landsers had also lost 2 leaders by this point. No US naval gunfire support was available this session. Astonishingly, there were only a combined TWO combat 7-die rolls. The victory point tally now stood at: 12 for the Germans, and 13 for the surging Americans side.

The fourth session (game turns 10-12) was a very grim & costly one for the defending Germans in Fortress Crisbecq with 6 more steps lost to only a single step for the advancing Americans. Remarkably, in spite of repeated OBA and Naval bombardment, the German mortar battery was still alive, although battered, unlike the last step of the hapless STGIII assault gun that was eliminated during game turn 10. A great many morale recovery throws occurred in this session and the US-side was now adjacent to Crisbecq on both the northern & southern flanks, with a combined arms close assault in town hex 0707. We threw a combined 8 combat 7-die rolls as the Americans closed in for the kill, bringing their heavier weapons to bear.

The fifth session (game turns 13-16) was a slog for both sides, but things were beginning looking up for the advancing Americans, who benefited from a successful close assault on the SW margin if Crisbecq, and were also able to create a forced 3-stack of Hun grenadiers & a mortar company in town hex 107-0807, that repeatedly attracted a serious amount of incoming naval and OBA artillery – as well as some unpleasant friendly fire in adjacent close assault hexes. There were a great many morale checks in this session, and also a combined NINE combat 7-die rolls. Steps losses now totaled: 20 for the German defenders, and 15 for the US side. We agreed that this scenario was not properly play-tested, since if we were playing with the FOW, the Germans would be virtually guaranteed a win. Without the FOW, the American player at least has the ability to sequence his attacks and to force the Axis player into a never-ending series of difficult decisions.

The sixth session (game turns 17-20) consisted of the final liberation of Crisbecq on the final turn of the game. The final victory point tally was: 36 for the victorious Americans, and 15 for the defeated Germans. We both give this one a rating of 3.

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