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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Saving the Supplies
Invasion 1944 #10
(Defender) Germany vs United States (Attacker)
Formations Involved
Germany 352nd Infantry Division
United States 175th "Dandy Fifth" Infantry Regiment
United States 743rd Tank Battalion
United States 747th Tank Battalion
Display
Balance:



Overall balance chart for IN44010
Total
Side 1 2
Draw 0
Side 2 1
Overall Rating, 4 votes
5
4
3
2
1
2.75
Scenario Rank: --- of 940
Parent Game Invasion 1944
Historicity Historical
Date 1944-06-09
Start Time 11:30
Turn Count 22
Visibility Day
Counters 37
Net Morale 0
Net Initiative 0
Maps 2: 106, 107
Layout Dimensions 86 x 28 cm
34 x 11 in
Play Bounty 144
AAR Bounty 165
Total Plays 3
Total AARs 2
Battle Types
Delaying Action
Exit the Battle Area
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Scenario Requirements & Playability
Invasion 1944 Base Game
Introduction

With the Allies dominating the air over Normandy, any German movement during daylight became dangerous. This situation along with the Allied advances on the ground greatly disrupted the German supply chain. The 352nd Infantry Division was already unable to provide adequate food and ammunition to its front line troops and now the supply depot at La Foret was threatened. As the "Dandy Fifth" (the U.S. 175th Infantry Regiment) raced forward, a German battle group of stragglers and rear-echelon troops struggled to delay them until the few supplies they had could be moved.

Conclusion

The makeshift battle group managed to save most of the supplies by holding off the Americans for several hours before slipping away. Anything they could not move was destroyed instead of allowing it to fall into enemy hands. The crater left behind by the German engineers was big enough to park three trucks side by side at the bottom. While not listed in the marketing material for "Cerisy La Foret", a pleasant modern day inn in the area, a visit to the crater is almost certainly possible today. La Foret is nearly 2/3 of the way from Omaha Beach to St. Lo. Things seemed to be opening up for the Americans after a very tough four days.


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 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(Shad on 2010 Dec 15)

Display AARs (2)

Bocage sucks
Author Warhawk1955 (United States)
Method Face to Face
Victor United States
Participants Dan_Huffman (AAR)
Play Date 2016-12-28
Language English
Scenario IN44010

This is the first of the game that my opponent and I attempted using the bocage rules. It is a straight forward attack/defend scenario. I was the American and Dan H was the German. I achieved a Major Victory as I was able to eliminate over ten step and he did not get any supplies off the board. I think this is a hard one for the Germans to win as the Americans have the numbers and can just keep grinding the Germans back. He did not place his STuGIII in a good position and I took advantage of that flanking him with my tanks. Placing myself to interdict the supplies as they tried to exit while my troops keep his troops pinned down. The only real problem we had is this game and several more to come was LOS in and through the bocage.

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Good die rolling is nice.....Whe none gets them
Author Dan_Huffman (Germany)
Method Face to Face
Victor United States
Participants Warhawk1955 (AAR)
Play Date 2016-12-28
Language English
Scenario IN44010

This is another scenario I will need to replay. The advanced rules say what the terrain effects are for trails all over Normandy. The scenario special rules says 1 - 4 is needed to generate a supply vehicle (truck or wagon). Where I goofed is thinking the road is a trail. The SSR even is written as vehicle move along the road.

Make sure the US does not get a tank or 2 around both sides to fire on the truck (-1) armor value. A lot of misreading the scenario rules again to unbalance the scenario. To much of a hurry to play instead of taking 5 more minutes to read carefully. The trucks should get off the board in one turn as they have 8 mp. However one as to wait until turn 6 to start rolling to get a loaded supply. Going to play this one solo to see if the Germans do better. Using road movement instead of trail movement rate meaning not needing 3 turns to get off the board. As I read the rules and SSR more closely the Germans are not as bad off as I think after playing 6 scenarios. Some are getting a re rating
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