Stonewalled Invasion 1944 #12 |
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(Attacker) Germany | vs | United States (Defender) |
Formations Involved | ||
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Germany | 352nd Infantry Division | |
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, 6 votes |
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3.83
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Scenario Rank: 186 of 940 |
Parent Game | Invasion 1944 |
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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 |
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Inflict Enemy Casualties |
Urban Assault |
Conditions |
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Off-board Artillery |
Randomly-drawn Aircraft |
Scenario Requirements & Playability | |
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Invasion 1944 | Base Game |
Introduction |
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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 |
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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." |
AFV Rules Pertaining to this Scenario's Order of Battle |
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3 Errata Items | |
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The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France. (plloyd1010
on 2015 Jul 31)
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The movement allowance on the counters in Airborne is misprinted. It should be "3." (rerathbun
on 2012 Jan 30)
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Reduce strength direct fire value be came 5-5 in Army at Dawn. (plloyd1010
on 2015 Jul 31)
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Stonewalled indeed | ||||||||||||||
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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 Fallschirmjagerās 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. |
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0 Comments |
A good evenly matched scenario.... | ||||||||||||||
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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. |
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0 Comments |
Plan before play. Learn to counter US airpower | ||||||||||||||
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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. |
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0 Comments |