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More Jitters Invasion 1944 #15 |
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| (Defender) Germany | vs | United States (Attacker) |
| Formations Involved | ||
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| Germany | ![]() |
3rd Fallschirmjager Division |
| United States | ![]() |
115th Infantry Regiment |
| United States | ![]() |
175th "Dandy Fifth" Infantry Regiment |
| United States | ![]() |
743rd Tank Battalion |
| United States | ![]() |
747th Tank Battalion |
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| Overall Rating, 8 votes |
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4.13
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| Scenario Rank: 79 of 1094 |
| Parent Game | Invasion 1944 |
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| Historicity | Historical |
| Date | 1944-06-18 |
| Start Time | 08:00 |
| Turn Count | 24 |
| Visibility | Day |
| Counters | 91 |
| Net Morale | 1 |
| Net Initiative | 2 |
| Maps | 2: 106, 107 |
| Layout Dimensions | 86 x 28 cm 34 x 11 in |
| Play Bounty | 149 |
| AAR Bounty | 157 |
| Total Plays | 5 |
| 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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With his division stalled, Maj. Gen. Charles H. Gerhardt assembled eight artillery battalions (almost 100 guns) to lay down massed fire in front of his regiments. Before the infantry jumped off, six battalions opened up with an intense seven-minute hurricane bombardment of the German positions. Or at least of those places where American observers believed the Germans to be. |
| Conclusion |
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Even with the massive artillery support the attack accomplished little except creating even more casualties. "Everyone is done out physically," reported the executive officer of the 11 6th's 1St Battalion. "No leaders left. No reorganization possible." His boss told Canham that he could not renew the attack because he "had hardly anyone left." V Corps told Gerhardt to call off the attack, and the front remained quiet for the next two weeks. |
| AFV Rules Pertaining to this Scenario's Order of Battle |
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| 1 Errata Item | |
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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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| Long Scenario! Yet, very good fun!! | ||||||||||||||
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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". My notes reminded me at how bloody this scenario really was for both sides, especially from each side's artillery. Overall, this 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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| End of the battle of Bocage | ||||||||||||||
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This is the last scenario of the Bocage Battle Game. As such it is a slug fest with almost all of the units in the game deployed. The American is trying to Capture Villers-Fossard and Bourg D’Enfer plus killing more Germans then they kill Americans. This time the fog of war rules really hurt the American player. Every time the Americans got staged for an assault the turn would end due to the FOW. I had one very bad turn where Dan rolled really low and I rolled very high so I lost about 6 steps on that one turn due to direct fire and assaults. In the end the step losses and not gaining control of Bourg D’Enfer cased this to be a Major German victory. |
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| Tiresome Die Rolling Contest in the Bocage | ||||||||||||||
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This was a tedious, close assault & artillery slugfest with hardly more than, very-close-range observation, possible. The map was filled with tall bocage hedgerows, so there was little choice but to close with the enemy and close assault one's way across the difficult terrain. Luckily, I played with a skillful & challenging opponent in face-to-face mode, which was a pleasant change of pace for both of us. Oh, and the beer & fellowship certainly helped! We ended up not finishing this one, and instead, settled on a VERY hard-fought DRAW in the 20th game turn, when we both has grown exhausted by the endless, close assault die rolling, that is required in this very bloody brawl. Both sides suffered senior leader decapitations and very high casualties. This relatively balanced encounter could go either way, which is why it merits a 3. However, one must be able to cope with the decidedly tedious nature of repeated close assaults and adjacent-hex, "shoot-through-the-bocage" firefights. I refer you to the other AARs that have been filed on this one, since our experience was that it was mostly a very long, very costly, not entertaining, brawl. The good news as that OBA was far more effective than is usually the case in the PG game series. This one is probably a better choice for SOLO than SHARED play. |
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IN44014




