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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A Costly Mistake
Invasion 1944 #13
(Defender) Germany vs United States (Attacker)
Formations Involved
Germany 3rd Fallschirmjager Division
United States 115th Infantry Regiment
United States 743rd Tank Battalion
United States 747th Tank Battalion
Display
Balance:



Overall balance chart for IN44013
Total
Side 1 5
Draw 1
Side 2 0
Overall Rating, 6 votes
5
4
3
2
1
3.67
Scenario Rank: 295 of 940
Parent Game Invasion 1944
Historicity Historical
Date 1944-06-16
Start Time 09:15
Turn Count 12
Visibility Day
Counters 23
Net Morale 0
Net Initiative 1
Maps 1: 106
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 129
AAR Bounty 159
Total Plays 6
Total AARs 3
Battle Types
Urban Assault
Conditions
Off-board Artillery
Smoke
Scenario Requirements & Playability
Invasion 1944 Base Game
Introduction

Company E of the 115th Infantry Regiment, assigned to relieve the Stonewallers of the 116th Infantry Regiment, had deployed slowly at SaintClair-sur-1'Elle during the morning of 16 June. Some quick-thinking fallschirmjagers spotted the versight 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 American had to be committed to the effort to re-take the village.

Conclusion

The whole 2nd Battalion was eventually needed to clear the stubborn fallschirmjagers from the village. One especially troublesome fallschirmj äger 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

This is a more sophisticated version of Intro Scenario #3


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

Display Order of Battle

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

Display AARs (3)

A good fun and FAST scenario to play!
Author Brad_Newcomer (United States)
Method Face to Face
Victor Germany
Participants ravensworth
Play Date 2019-06-01
Language English
Scenario IN44013

This is an AAR from a game played quite a few years ago. Overall, this was a very good scenario to play and is quick to complete. It is also VERY hard for the US side to achieve a victory, or even draw in many ways. Our overall impression is that this scenario tracked quite well with the actual historical outcome. Was a very fun few hours 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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Quick and Easy for the Germans This Time
Author Dan_Huffman (Germany)
Method Face to Face
Victor Germany
Participants Warhawk1955 (AAR)
Play Date 2017-02-07
Language English
Scenario IN44013

The Germans need to control or at least contest one town hex and US Army loses 5 or more steps.

Germans have better initiative. Move one or two to the town as reinforcements. US Army has to dig out the Paras. Set up a few units on hill with hexes (1003, 1103, 1104). Include the mortar.

US need to use the Stuart tank for combine arms attack in the town. The +1 shift in towns. US need to come from 2 different directions to split the Germans.

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Fallschirmjager's
Author Warhawk1955 (United States)
Method Face to Face
Victor Germany
Participants Dan_Huffman (AAR)
Play Date 2017-02-07
Language English
Scenario IN44013

This was a lot of fun to play because of the small troop numbers (15 unit’s total, 6 German, 8 American) and short time frame (12 turns). Again the 29th was attacking a village and the dreaded German Fallschirmjager’s were defending. This ended in a German minor victory because I just could not get the Germans out of the village of Saint-Clair-sur-l’Elle. I am beginning to hate the German Fallschirmjager’s. With their 8/8 moral it is hard to get rid of them, or even to keep them Disrupted/Demoralize

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