Homeland Security Invasion of Germany #9 |
||
---|---|---|
(Attacker) United States | vs | Germany (Defender) |
Formations Involved | ||
---|---|---|
United States | 1st "Big Red One" Infantry Division | |
United States | 3rd "Spearhead" Armored Division |
|
Overall Rating, 1 vote |
---|
4
|
Scenario Rank: --- of 940 |
Parent Game | Invasion of Germany |
---|---|
Historicity | Historical |
Date | 1944-09-16 |
Start Time | 07:00 |
Turn Count | 24 |
Visibility | Day |
Counters | 81 |
Net Morale | 1 |
Net Initiative | 3 |
Maps | 2: 22, 23 |
Layout Dimensions | 56 x 43 cm 22 x 17 in |
Play Bounty | 170 |
AAR Bounty | 227 |
Total Plays | 1 |
Total AARs | 0 |
Battle Types |
---|
Ambush |
Delaying Action |
Hill Control |
Inflict Enemy Casualties |
Rural Assault |
Urban Assault |
Scenario Requirements & Playability | |
---|---|
Afrika Korps | Counters |
Airborne - IE | Counters |
Eastern Front | Counters |
Elsenborn Ridge | Maps + Counters |
Invasion of Germany | Base Game |
Introduction |
---|
Nazi Germany poured vast sums of money, concrete, steel and labor into its "West Wall" defenses, but even the stoutest fortifications are useless with no one to man them. When the U.S. VII Corps began its attack on the first belt, known as the Scharnhorst Line, in some places the Landesschützen or "homeland security" battalions simply ran away rather than fight. But when they reached the second fortified zone known as the Schill Line, the Americans found a very different situation. |
Conclusion |
---|
After several days in which they displayed little fighting spirit, the Germans finally rallied to try to hold their fortified line. Hidden anti-tank guns knocked out half a dozen Shermans, and the Americans called in infantry reinforcements. Fighting raged among the pillboxes for the remainder of the day before the Americans finally broke through and declared the West Wall breached. |
AFV Rules Pertaining to this Scenario's Order of Battle |
---|
|
6 Errata Items | |
---|---|
The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France. (plloyd1010
on 2015 Jul 31)
|
|
Strongpoints are single step units and can be eliminated with X results like any other single step unit. (Shad
on 2010 Dec 15)
|
|
The standard mix of strongpoints may be downloaded from Avalanche Press: http://www.avalanchepress.com/German_Strongpoints.php This is the standard mix found in Airborne, Airborne-IE, and Edelweiss Expanded. The strongpoint mix in Cassino '44 is different from that of other PG games. (plloyd1010
on 2012 Feb 01)
|
|
Strongpoints are affected by the terrain in their hex just like any other unit.
Even though they can't move, they can attack using Assault Combat if an enemy unit moves into their hex.
They may not dig in or benefit from entrenchments.
(rerathbun
on 2014 Apr 21)
|
|
The movement allowance on the counters in Airborne is misprinted. It should be "3." (rerathbun
on 2012 Jan 30)
|
|
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)
|