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!
Jitters
Invasion 1944 #14
(Defender) Germany vs United States (Attacker)
Formations Involved
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 IN44014
Total
Side 1 0
Draw 2
Side 2 1
Overall Rating, 5 votes
5
4
3
2
1
3.8
Scenario Rank: 224 of 940
Parent Game Invasion 1944
Historicity Historical
Date 1944-06-17
Start Time 09:15
Turn Count 20
Visibility Day
Counters 85
Net Morale 0
Net Initiative 2
Maps 1: 107
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 150
AAR Bounty 165
Total Plays 3
Total AARs 2
Battle Types
Exit the Battle Area
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Scenario Requirements & Playability
Invasion 1944 Base Game
Introduction

On the morning of the 16th the Stonewallers had advanced almost to their objective, the town of St. Andre de-l'Epine. The advance halted outside the town as many of the troops encountered enemy armor for the first time. The 116th's commander, Col. Charles D.W.Canham, was livid when he discovered that the "enemy armor" blamed for halting the advance totaled two assault guns. "If you allow your unit to bunch up behind a hedgerow and wait for hours you are playing into Jerry's hand," he reproached his battalion commanders. "It's time to get over the jitters and fight like hell."

Conclusion

Once again the fallschirmjagers proved too much to overcome and they still controlled St. Andre de-l'Epine when darkness fell. Even the commitment of the 115th Infantry Regiment had failed to change the situation on the battlefield despite Canham's irate insistence. Shot through the wrist several days before, the colonel had refused evacuation and still wore a field dressing as he exposed himself to German fire to inspire his troops forward. "Get your ass out of there," he screamed at officers cowering under cover, "and show some leadership!"


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
Luftwaffe
  • Mechanized
United States Order of Battle
Army
  • Mechanized
  • Motorized
  • Towed

Display Errata (1)

1 Errata Item
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 (2)

Race for the border
Author Warhawk1955 (United States)
Method Face to Face
Victor United States
Participants Dan_Huffman
Play Date 2017-02-28
Language English
Scenario IN44014

This scenario is a race with the Americans trying to exit the board and control St. Andre de-l’Epine with the Germans trying to stop them. We played with the Fog of war rules again and during this game it ending hurting/helping both sides during the game. The only reason the Americans won a minor victory in this one was because of Dan’s poor placement during initial setup. I think he was anticipating me shooting down the sides of the board. Dan did do a great job of moving and blocking some of my troops. So I only managed to get only 9 more VP then Dan.

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Another Good balanced scenario....could have gone either way!
Author Brad_Newcomer (United States)
Method Face to Face
Victor Draw
Participants ravensworth
Play Date 2019-06-01
Language English
Scenario IN44014

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 had to call the game before this due to time availability. However, we agreed that the game could have gone either way, which is why I chose to call this one a "DRAW". 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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