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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Devastated
Invasion 1944 #19
(Attacker) Germany vs United States (Defender)
Formations Involved
Germany 3rd Fallschirmjager Division
United States 29th "'Blue and Grey" Infantry Division
Display
Balance:



Overall balance chart for IN44019
Total
Side 1 1
Draw 0
Side 2 3
Overall Rating, 6 votes
5
4
3
2
1
3.33
Scenario Rank: 551 of 940
Parent Game Invasion 1944
Historicity Historical
Date 1944-07-11
Start Time 03:30
Turn Count 12
Visibility Day & Night
Counters 57
Net Morale 0
Net Initiative 2
Maps 1: 106
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 140
AAR Bounty 171
Total Plays 4
Total AARs 1
Battle Types
Road Control
Urban Assault
Conditions
Off-board Artillery
Reinforcements
Scenario Requirements & Playability
Invasion 1944 Base Game
Introduction

After a much-appreciated lull in the fighting recharged them, the 29'ers were ready to go. Assistant division commander Norman "Dutch" Cota had taught them new tactics that now would be put to the test, while his boss Charles H. Gerhardt allegedly set up a division-sponsored whorehouse for his men. All that remained was for the sun to rise and the air cover to arrive. Gerhardt was sure that success was within the 29th's grasp. Someone neglected to inform the Germans. Before the 29'ers could go, the Germans launched Stormtroop Operation Kersting at them.

Conclusion

Many Americans felt their positions had been scouted by a German medic under a flag of truce because the fallschirmjägers were able to infiltrate the American lines before their presence was detected. The Germans used the night, the freedom from Allied aerial disruption, and possibly medical skullduggery to great advantage in this spoiling attack. Lieutenant Werner Kersting's plan so disrupted the Americans that they were five and a half hours late in launching their own attack.


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).

Display Order of Battle

Germany Order of Battle
Luftwaffe
United States Order of Battle
Army
  • 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 (1)

Major Kersting Barely Gets a Minor Win
Author treadasaurusrex (Germany)
Method VASSAL
Victor Germany
Participants Col. Sonichu
Play Date 2022-07-24
Language English
Scenario IN44019

The 1st session (game turns 1-2) featured the beginning of an intense wee hours, nighttime slugfest in the bocage near St. Lo. The US side was ably led by the hard-fight & tactically flexible Col. Sonichu, and I had the surly German Paratroopers. We played without the defense-biased, fog of war rule, but with the smoke, consolidation and excess initiative optional rules. German Battle Group Kersting mounted two separate attacks, one in the vicinity of the 2-hex town in the north, and a second around the American hilltop positions adjacent to the primary road junction in the southern portion of Map 106. Both sides managed to lose a step apiece in the process of closing on the enemy in both sectors of the battlefield. The northern German prong was concentrated on town hex 0803. The southern prong was focused initially on the eastern and northern margins of the 20-meter hill occupied by the two, dug-in 81mm mortar platoons (Hexes 0810 & 0910). Both resulted in fiercely contested close assaults – greatly complicated by the tedious bocage special rules – that were destined to last for many turns.

The 2nd session (game turns 3-6) continued the original set of nighttime close assaults, plus unsuccessful new ones launched by the German side in the now-contested, northern 2-hex town. For this session we switched to the normal TEC hedgerow rules rather than continue to struggle with the advanced bocage rules as the darkness made them superfluous.

This was a difficult and rather grim session for the defending American side as 13 steps were lost in a series of close combat and accurate German mortar and OBA fire. The US defense on the southern hill collapsed on game turns 4 & 5. Two additional German infantry steps were lost on the southern hill fighting as well – one to friendly fire! Turn six, brought the delayed American reinforcements in the form of another complete infantry company with HMG and 81 mm mortar support on the northern edge of the battle map. This forced an alteration to the overall German oplan, as the reinforcing American troops arrived “just-in-time” to stave off further German close assaults in town. Now, it become a race to see how long it would take for the larger portion of the Major Kersting’s force from the south to reinforce their German comrades in the vicinity of the contested town.

The longish 3rd session (game turns 7-12) consisted of a series of decisive maneuvers and bitterly-contested close assault fighting focused in – and around – the northern town hex (0803), as well as adjacent hexes. Heavy US casualties ensued in the determined defense of the north half the town, including a leader decapitation episode as the sun slowly rose on the battlefield. The southern town hex was captured by the Germans during game turn 7. Later, the road south of town was finally cleared of US units at the end of game turn 10 thanks to a lengthy close assault.

At the end, the Germans had managed not to lose 5 steps, and had full control of the crucial road, south of the still-contested town, resulting in a minor victory. The final tally of steps lost was: 4 German steps, and 23 for the American side.

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