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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Early Morning
Invasion of Germany #12
(Defender) United States vs Germany (Attacker)
Formations Involved
Germany 12th Infantry Division
United States 1st "Big Red One" Infantry Division
Display
Balance:



Overall balance chart for InoG012
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 1 vote
5
4
3
2
1
5
Scenario Rank: --- of 940
Parent Game Invasion of Germany
Historicity Historical
Date 1944-09-18
Start Time 02:00
Turn Count 12
Visibility Night
Counters 37
Net Morale 0
Net Initiative 0
Maps 1: 10
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 150
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Urban Assault
Scenario Requirements & Playability
Battle of the Bulge Maps
Invasion of Germany Base Game
Introduction

The fresh German 12th Infantry Division attacked with considerable spirit, but the American divisions of VII Corps had been hardened themselves by the campaign across France. Unable to make much of an impact with bayonet charges, the new division re-grouped to make another attempt on the village of Schevenhuette, this time with a night assault.

Conclusion

The Germans infiltrated more than a company's worth of troops into the village before the Americans became aware of the attack, and then things began to fall apart. Unsuspected tanks opened fire at point-blank range, joined by heavy machine-gun fire. Despite having achieved surprise the Germans reeled back with heavy losses.


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

Display Order of Battle

Germany Order of Battle
Heer
  • Towed
United States Order of Battle
Army
  • Mechanized
  • Motorized
  • 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 (1)

Defense Collapses as CO Dies
Author thomaso827
Method Solo
Victor Germany
Play Date 2015-09-07
Language English
Scenario InoG012

A reinforced US infanry company with Shermans and a 57mm AT gun supporting defend a town that may be attacked from any direction at night. Germans have a little more than double the infantry, 2 mortars to the US 1, and an Infantry Gun, and the choice of where to attack from once the US troops are set up. This on board 10 from the Bulge game. I decided to defend the town all around, with the strongest side to the south facing the hill and light woods, with the more open north side more lightly defended by the mortars and AT guns, with an HMG and Infantry in each southern corner and 2 infantry in the mid-south hex, the Major in the mid-north with the mortars, the AT guns in the northwest and the shermans in the northwest. This allowed flexible means to move the tanks to the most troubled spot on the perimiter and defended the most likely avenue of approach. Germans decided that the woods was indeed the best avenue and had set up 2 hexes of attackers aiming at each of the 3 southern town hexes, with an Infantry and HMG in every other attack hex, infantry in between the first two, and an infanrtry and the 75mm infantry gun in between the next, with finally a Captain and 2 infantry to assault from the woods to the east, and mortars in the light wookds just south of the Captain's start point. Things started pretty much as planned for the Germans. An assault force moved up next to a town hex, got spotted and fired on, and then an undamaged force moved up ready to assault next turn. The only problem was that the US were better at inflicting damage than was believed, as the first assault force was demoralized completely, and the 75mm Infantry gun was knocked out completely as it was dragged into position to direct fire into the town. Three assault forces jumped off into three town hexes and the 4th assault force from the east with the captain decided to go for what they thought would be an easy assault against the AT guns. The Sherman moved to the south-central town hex and caused casualties, but after several turns, was itself destroyed completely. The US mortars with the Major moved over to assist the AT gun crews in close combat, but the mortar crews paid for the choice with their lives. The AT crews were next to go, and the Major survived to move south into the major assault in the mid-south hex, but he achieved little but to make the troops hold on just a little bit longer before the whole force was destroyed, with the loss of the Major himself on turn 12. The last US force was hanging on to one hex and a regrouping force held another while one was just beyond reach of the Germans, leaving 3 hexes in German hands at the end of the game. 25 points to the Germans, 17 to the US for a major German victory. Great game right to the end.

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