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
Errors? Omissions? Report them!
Stonewalled
Invasion 1944 #12
(Attacker) Germany vs United States (Defender)
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 IN44012
Total
Side 1 1
Draw 1
Side 2 2
Overall Rating, 6 votes
5
4
3
2
1
3.83
Scenario Rank: 186 of 940
Parent Game Invasion 1944
Historicity Historical
Date 1944-06-16
Start Time 11:30
Turn Count 26
Visibility Day
Counters 98
Net Morale 0
Net Initiative 0
Maps 2: 106, 107
Layout Dimensions 86 x 28 cm
34 x 11 in
Play Bounty 160
AAR Bounty 159
Total Plays 4
Total AARs 3
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Scenario Requirements & Playability
Invasion 1944 Base Game
Introduction

The Stonewallers made excellent progress during the morning of the 16th, with the 1st Battalion advancing over a mile by noon. The 2nd Battalion was fighting around the village of La Luzerne while the 3rd Battalion was already putting pressure on Villiers-Fossard. With the 3rd Battalion of the 175th cutting the St. Lo-Isigny highway just outside Les Foulons it looked like the enemy defenses were finally broken. It was an illusion as the enemy had prepared a surprise.

Conclusion

The unexpected attack stopped the Stonewallers cold. After a week's fighting the 352nd Infantry Division's chief of operations, Lt. Colonel Fritz Ziegelmann, gave the the American troops of the 29th Division a convoluted, backhanded compliment: "It may not be completely correct to assert that it probably was the inability to attack with courage and bravery which was the cause of the enemy's failure to execute his operational plan."


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
  • 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)

Display Order of Battle

Germany Order of Battle
Heer
Luftwaffe
  • Mechanized
  • Motorized
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 (3)

Stonewalled indeed
Author Warhawk1955 (United States)
Method Face to Face
Victor United States
Participants Dan_Huffman (AAR)
Play Date 2017-01-31
Language English
Scenario IN44012

My 29th Division continues to slog through the bocage and fight the Germans controlled by Dan H. This was a little different because not only did I have to control towns I also had to exit steps off the board. I think I pulled a none historical move and ran my tanks down the board edges and exited them off the board for a total of 16 steps. I then just continued to use my INF to grind the Germans and hoped to win the battle of attrition. Again the Fallschirmjagerā€™s posed a problem but Dan had a string of bad rolls trying to get them to enter the fray. In the end it was a Major American victory as I had all of the city hexes except one. The one hex was an assault hex with both the Germans and Americans. One new thing we added to this game was Fog of war. It effected both sides because of the large number of units on each side. So when either side still had troops to move the turned would end due to FOW.

0 Comments
You must be a registered member and logged-in to post a comment.
A good evenly matched scenario....
Author Brad_Newcomer (United States)
Method Face to Face
Victor Draw
Participants ravensworth
Play Date 2019-06-01
Language English
Scenario IN44012

This is an AAR from a game played quite a few years ago. Overall, this was a good and evenly matched scenario when one has the ability to spend enough time to complete all the turns. We had to call the game before its completion due to time availability. Consequently, I am posting this scenario as a DRAW as there were not notes saying we assumed a victory on either side would have occurred had we played to completion. Was a very fun afternoon of gaming with this particular scenario!

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.

0 Comments
You must be a registered member and logged-in to post a comment.
Plan before play. Learn to counter US airpower
Author Dan_Huffman (Germany)
Method Face to Face
Victor United States
Participants Warhawk1955 (AAR)
Play Date 2017-01-31
Language English
Scenario IN44012

Errata US gets one 4.2 mortar. There is one one or in the counter sheet. Same for any other scenario stating 2 4.2 inch mortars.

Germans set up south of the east west road on the north (106) board. Para reinforcements come on turn ten at the earliest. Did and have in the future use fog of war die rolls. The para come the west of the bottom board. The hedgerows add +1 to movement. The woods are on the other side for a total of 4 mps. Figuring out how to use the AA counter to suppress aerial spotting is necessary. Set the AA unit in a woods hex in the NW of board 107. It has to used 2 turns in a row to be spotted by air in limiting terrain. Guess one is going to deal with air counter every turn. Dig in the AA unit before using to suppress spotting. IT IS GOOD FOR -1 SHIFT on the DF table. Another rule I did not read closely 15.1 fyi. If the US uses all art 54 point shifted for m 42 column to 30. Hope for normal results This will give the para inf hmg 2 or 3 turns to move close to the US troops. Then will the US risk friendly fire on his troops from plane or OBA, on board tubed units. Thios ia post game thinking. Some help from Matt Ward vis CSW. Before playing this game against another person as the Germans, do some pregame planning. Where to move how to set up the AA unit to provide cover. Use the fog of war option. I do not know if we started with this scenario or after I got creamed in this scenario. Going forward I can not recommend it strongly enough. I could during play figure how to get the para north to board 106 to keep the village. I moved out in the open then a plane would appear. See above about the -1 shift. So far I can tell one what not to do or don't forget useful rules. US gets points for exiting troops off the south edge. Not needed as he took possession of board 106. Do not forget that leaders can spot through an assault hex. Cost me, due to good or bad die rolls your pov, inf and tanks steps for the loss. Should have sent the Stug III into the hex.
0 Comments
You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!
Page generated in 0.468 seconds.