|
|
Total |
Side 1 |
2 |
Draw |
0 |
Side 2 |
0 |
|
Total |
Side 1 |
1 |
Draw |
0 |
Side 2 |
0 |
|
Total |
Side 1 |
1 |
Draw |
0 |
Side 2 |
0 |
|
Overall Rating, 3 votes |
|
Scenario Rank:
--- of 940 |
Parent Game |
Invasion 1944 |
Historicity |
Historical |
Date |
1944-07-16 |
Start Time |
11:00 |
Turn Count |
24 |
Visibility |
Day |
Counters |
69 |
Net Morale |
0 |
Net Initiative |
2 |
Maps |
2: 106, 107 |
Layout Dimensions |
56 x 43 cm 22 x 17 in |
Play Bounty |
154 |
AAR Bounty |
227 |
Total Plays |
2 |
Total AARs |
0 |
Introduction
|
General Charles "Cowboy Pete" Corlett had ordered XIX Corps to do nothing more than rest and reorganize for the 16th. The fallschirmjagers were not privy to the order and had decided to infiltrate through the gaps that had developed in the American's line. This would allow them to separate each formation and force them off Martinville Ridge one by one. Or so they hoped.
|
Conclusion
|
By nightfall shocked American formations were still perched on Martinville Ridge though much reduced in strength. Officers were left to wonder how a beaten foe managed to inflict the day's carnage on them and if they had the strength to liberate St. Lo.
The fighting in the bocage country had been brutal to both sides as American rifle companies had sustained almost 100% casualties since D-Day while the 3rd Fallschirmjäger Division had seen 70% of its strength destroyed. Unlike the Americans, though, the Germans would see precious few replacements.
|
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)
|
United States Order of Battle
1 Errata Item |
|
Reduce strength direct fire value be came 5-5 in Army at Dawn.
|