|
|
Total |
Side 1 |
1 |
Draw |
0 |
Side 2 |
2 |
|
Total |
Side 1 |
1 |
Draw |
0 |
Side 2 |
1 |
|
Total |
Side 1 |
0 |
Draw |
0 |
Side 2 |
1 |
|
Overall Rating, 4 votes |
|
Scenario Rank:
--- of 940 |
Parent Game |
Invasion 1944 |
Historicity |
Historical |
Date |
1944-07-13 |
Start Time |
07:45 |
Turn Count |
22 |
Visibility |
Day |
Counters |
45 |
Net Morale |
0 |
Net Initiative |
0 |
Maps |
1: 107 |
Layout Dimensions |
43 x 28 cm 17 x 11 in |
Play Bounty |
141 |
AAR Bounty |
227 |
Total Plays |
3 |
Total AARs |
0 |
Introduction
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After advancing a few hedgerows the Americans were halted by the stiffening defenses with the 115th Regiment's Company L viciously fighting for an apple orchard with no apparent military value. The U.S. official history speaks of heroic efforts to retain procession of this orchard from relentless attackers then questions why either side was willing to absorb the punishment they were taking. It spoke loud in what it did not say.
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Conclusion
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The Germans were finally driven from the apple orchard in mid-afternoon not by the fanatical fury of Company L but by the two battalions that were enveloping their flanks. Upon the German withdrawal the Americans found that the paratroopers were unable to take their stock of Calvados, a particularly potent apple brandy seen briefly before as the source of much bravado in the capture of Cherbourg. It was known locally as "the nectar of the gods." Surprisingly, no receipt for the captured brandy was ever issued by the regimental quartermaster.
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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
- 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)
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United States Order of Battle
1 Errata Item |
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Reduce strength direct fire value be came 5-5 in Army at Dawn.
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