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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Filling the Gaps
Invasion of Germany #6
(Attacker) Germany vs United States (Defender)
Formations Involved
Germany 12th Infantry Division
United States 1st "Big Red One" Infantry Division
United States 746th Tank Battalion
Display
Balance:



Overall balance chart for InoG006
Total
Side 1 1
Draw 2
Side 2 0
Overall Rating, 4 votes
5
4
3
2
1
3.25
Scenario Rank: --- of 940
Parent Game Invasion of Germany
Historicity Historical
Date 1944-09-16
Start Time 10:00
Turn Count 12
Visibility Day
Counters 56
Net Morale 0
Net Initiative 0
Maps 1: 11
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 153
AAR Bounty 159
Total Plays 3
Total AARs 3
Battle Types
Inflict Enemy Casualties
Meeting Engagement
Urban Assault
Scenario Requirements & Playability
Battle of the Bulge Maps
Elsenborn Ridge Counters
Invasion of Germany Base Game
Introduction

The German 12th Infantry Division had become known as the Wild Buffaloes for their aggressive advance in Operation Barbarossa. The division had been thought destroyed in Russia in July, but a large number of survivors worked their way back to the unit. By mid-September the unit was over-strength, with an additional 2,000 men in training. Though originally ordered to assemble fully before being committed to combat, upon arrival at Aachen the situation had turned so desperate that a convoy of civilian buses, cars and mail trucks rushed them to attack the advancing enemy.

Conclusion

The Wild Buffaloes managed to eject the lead elements of the 1st Infantry Division from Verlautenheide and halt all forward progress there. They then pushed on to the Siegfried Line near Munsterbusch where the 9th Panzer Division had been holding out in their pillboxes. Due to his poor performance the 9th Panzer Division commander was relieved of duty and 12th Infantry assumed control. It had been a banner day for the Wild Buffaloes as they had filled a void in the German lines and would frustrate the Big Red One at Verlautenheide for another week.


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).
  • Open-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables, but DO take step losses from X and #X results (7.25, 7.41, 7.61, BT, DFT). If a "2X" or "3X" result is rolled, at least one of the step losses must be taken by an open-top AFV if present.
  • 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
  • APC – Armored Personnel Carrier: These are Combat Units, but stack like Transports. They can transport personnel units or towed units. They are not counted as combat units for the +1 stacking modifier on the Direct Fire and Bombardment Tables (4.4). They may be activated by regular leaders and tank leaders (1.2, 3.34, 4.3, 5.43). They do not provide the +1 Assault bonus (ACC).

Display Order of Battle

Germany Order of Battle
Heer
  • Towed
United States Order of Battle
Army
  • Mechanized
  • Towed

Display Errata (2)

2 Errata Items
Overall balance chart for 20

The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 54

The movement allowance on the counters in Airborne is misprinted. It should be "3."

(rerathbun on 2012 Jan 30)

Display AARs (3)

Gap Filled, with Coffins
Author Retiredgrunt17
Method Solo
Victor Draw
Play Date 2017-11-18
Language English
Scenario InoG006

This ended up being a meeting engagement. Both the Germans and the US forces met inside the town. Both sides occupied sides of the town and then engaged in assaults that carried through to the end. The US occupied 4 town hexes to the German 2, with 4 hexes being assaulted by both sides. The Germans had the edge initially, but lost it after suffering heavy losses. Even though they couldn’t take the town, they were still fighting over the southern edge of the town. Neither the Germans nor the US had enough VP to force a victory. Result was a hard fought draw.

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Stymied at Every Turn
Author treadasaurusrex (United States)
Method Face to Face
Victor Draw
Participants Chaco (AAR)
Play Date 2019-01-09
Language English
Scenario InoG006

This face-to-face, play-through ended was a basic meeting engagement on a single map board that went badly for both sides. It had been a long time since either of us had played PG, and we were very rusty. We tried using the newest rule set and felt that the Fog of War rule made game play tedious and gave the mostly defending US side the advantage. This scenario rapidly turned into a close assault slugfest resulting in neither side achieving their required victory conditions. Very poor leaders were drawn by both sides and poor combat & morale die rolls afflicted both opponents.

As others have reported, both sides held town hexes when time ran out. The American side held 3 town hexes to the German side's 1, with ongoing assaults still in progress in 3 more contested town hexes. Both sides suffered heavy step losses. The end result was a costly and hard fought draw.

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A Decent Scenario Gone Bad
Author Chaco (Germany)
Method Face to Face
Victor Draw
Participants treadasaurusrex (AAR)
Play Date 2019-01-09
Language English
Scenario InoG006

This was a hard fought, face-to-face, play-through of an older game in the PG series. As a rookie, I was only just becoming familiar with the rudiments of this fiddly game system. My opponent had not played the game in several years.

The newer rule set was probably not the one to use in this encounter. The German offensive was hurt by the premature ending of several turns thanks to our using the optional Fog of War rule. It certainly helped the US side. This scenario was a close assault festival in bad weather. Neither side was able to achieve their required victory conditions. We both drew dueling sets of poor combat leaders and had miserable luck throwing combat and morale recovery dice.

By the end, the US occupied 3 town hexes, and the Germans had just one. There were still some costly assaults going on in 3 towns.

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