No Time to Lose Invasion of Germany #4 |
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(Attacker) United States | vs | Germany (Defender) |
Formations Involved | ||
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Germany | 9th Panzer Division | |
United States | 3rd "Spearhead" Armored Division |
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Overall Rating, 2 votes |
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3
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Scenario Rank: --- of 940 |
Parent Game | Invasion of Germany |
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Historicity | Historical |
Date | 1944-09-15 |
Start Time | 12:00 |
Turn Count | 12 |
Visibility | Day |
Counters | 50 |
Net Morale | 1 |
Net Initiative | 1 |
Maps | 3: 22, 25, 9 |
Layout Dimensions | 84 x 43 cm 33 x 17 in |
Play Bounty | 163 |
AAR Bounty | 171 |
Total Plays | 2 |
Total AARs | 1 |
Battle Types |
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Ambush |
Inflict Enemy Casualties |
Road Control |
Surprise Attack |
Urban Assault |
Scenario Requirements & Playability | |
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Battle of the Bulge | Maps |
Elsenborn Ridge | Maps + Counters |
Invasion of Germany | Base Game |
Introduction |
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With three of the best American divisions - 1st Infantry, 9th Infantry and 3rd Armored - steadily chewing through the West Wall defenses, the German command became desperate to stop them. "Ninth Panzer Division armor will attack the enemy," raged corps commander Friedrich-August Schach, "and throw him back behind the West Wall. There is no time to lose." Accordingly, the badly-depleted panzer division moved out to confront the Spearhead Division, itself rapidly losing its own strength. |
Conclusion |
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The German ambush worked well, as the small battle group shot up about half of Task Force Lovelady's tanks. But 9th Panzer had lost control of its subordinate units and even the division commander's firing brought no improvement. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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4 Errata Items | |
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The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France. (plloyd1010
on 2015 Jul 31)
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All SS PzIVH tanks should have a movement of 8. (Shad
on 2010 Dec 15)
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The movement allowance on the counters in Airborne is misprinted. It should be "3." (rerathbun
on 2012 Jan 30)
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The M18 has a special rule in Battle of the Bulge but it applies globally: "A two-step M18 unit can fire one anti-tank shot and move half its movement allowance (retain fractions) in a single impulse. The order in which it does these two actions is the player's choice." (Shad
on 2010 Dec 15)
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Bushwhacked! | ||||||||||||
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I played this solo so to replicate the ambush and hidden movement, I had the Americans continue to move forward on the road until contact was made. The Germans set up with the infantry, Hetzers and ATGs on Board 25 in the light woods while the panther, Stug III and Pz IV platoons set up on the NE hill of Board 9. The plan was to hammer the lead US units then bring the infantry forward and have the Stug, Panther and Pz Iv platoons grab the center town. This is what happened with the American infantry and M18 platoon halting in the first town and woods and dismounting. The German tank and ATG gunnery was accurate and by Turn 4 all but one step of the Shermans were burning. The Germans got to the center towns with tanks and infantry. In the south, the German grenadiers got to the light woods, called artillery on a US Armored Infantry platoon which killed their halftracks. The US did kill a step of grenadiers and Germans pulled back, realizing there was no reason to risk losses in those woods. At the end of Turn 4 it was already 31 to 9 in point and the Americans were not likely to gain anything else but death, so I called it. This one replicates an ambush, and it would be very tough for the Americans to win it. |
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