In the Mood Invasion of Germany #13 |
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(Attacker) United States | vs | Germany (Defender) |
Formations Involved | ||
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Germany | 12th Infantry Division | |
Germany | 9th Panzer Division | |
United States | 3rd "Spearhead" Armored Division |
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Overall Rating, 3 votes |
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4
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Scenario Rank: --- of 940 |
Parent Game | Invasion of Germany |
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Historicity | Historical |
Date | 1944-09-19 |
Start Time | 08:00 |
Turn Count | 20 |
Visibility | Day |
Counters | 59 |
Net Morale | 0 |
Net Initiative | 0 |
Maps | 2: 22, 24 |
Layout Dimensions | 56 x 43 cm 22 x 17 in |
Play Bounty | 162 |
AAR Bounty | 165 |
Total Plays | 3 |
Total AARs | 2 |
Battle Types |
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Urban Assault |
Scenario Requirements & Playability | |
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Elsenborn Ridge | Maps + Counters |
Invasion of Germany | Base Game |
Introduction |
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The U.S. Army's most successful tank commander, Sgt. Lafayette G. Pool, destroyed 258 enemy vehicles in just three months of combat. He usually insisted that his M4 Sherman, "In the Mood," lead his 3rd Armored Division task force but with the tank and crew scheduled to depart for a War Bonds tour of the States Lt. Col. Walter Richardon placed "In the Mood" on his task force's flank instead. The task force moved out in its new configuration to take Münsterbusch from its determined German defenders. |
Conclusion |
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This time the Germans ambushed Pool. He spotted a hidden anti-tank gun, but his loader jammed the 76mm gun's breach. The Germans hit "In the Mood" in the turret, and it shattered Pool's leg. As medic's administered morphine, his last action of World War II before passing out would be to demand that "someone fix my...tank." |
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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The morale and combat modifiers of German Sergeant #1614 should be "0", not "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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Tough Slog to Win | ||||||||||||
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This scenario is based on the US tank ace, SSG Pool's final action before being wounded an sent home. The Germans have 10 Grenadiers, 3 HMGs, 2 81mm mortars, a 75mm Infantry gun, 2 75/41 AT guns, wagons to tow the guns, a Hetzer and a Panther platoon to hold the 13 town and village hexes on boards 22 and 24 against 6 infantry, 2 HMGs, 2 M4s, 2 M4/76s, 2 M18s, an 81mm mortar and enough halftracks to transport all the foot troops. US has 2 OBAs of 18 each to the Germans 3 16s, and the US suffers ammo shortages for the OBA. The US gets 1 aircraft anytime the variable weather gives a visibility of 12. Ammo shortage and weather meant that OBA and air support were only available about half the time, though the planes did do at least a step loss with most of their shots while the arty failed to do any damage at all. The Germans were set up with infantry and 1 HMG in the southern 2 town hexes, another infantry and a 75/41 AT gun in the next town hex north, and the other 75/41 in the town hex to the east trying to establish a cross fire on any armor that drove between them. The rest of the Germans set up in the large town and the northwest village, hoping to make the US troops pay for each town hex. The US came in with 3 groups, with the mortar and 1 infantry mounted and supported by the M18s on the US right, the tanks in the middle with M4s on the road and an M4/76 to either side, while the mounted infantry came in on the US left. The AT gun closest to the midle took out an M4/76 step immediately, which sort of fit SSG Pool's being hit in ambush. The rest of the tanks made it to the southern town hexes and used the town to mask them from possible fire from the village to their right. The M18s moved over the small hill and got into a tank duel with the Hetzer that was set up in light woods next to the southeastern town, and the M18s took 2 step losses but succeeded in killing the Hetzers while the US infantry split up, half driving through the fields to assault the central town while the rest moved north to attempt a flank attack or possible attack on the northwestern town, which if successful, would leave them in a good position to take the large town from the less protected rear. The south central town hexes fell quickly, losing most of the defending infantry and HMGs, a Captain being lost in the process while an LT fled with a surviving infantry step. Mustangs hit the town hex just north of the first two town hexes and killed the AT gun and one step of German infantry there, the other step of infantry falling back demoralized. The US mortar set up on the southeast hill called fire missions and air strikes unsuccessfully on the southeastern town hex, wich had to be taken by assault by armored infantry, finally clearing the US right flank. Tanks moved forward to the light woods to prepare for assault with the infantry, but the Panthers took the moment to come out of town and start dueling with the Shermans. The Panthers eliminated steps of two M4s before being killed by the remaining M4/76. 2 stacks of armored infantry assaulted the village on the northwest hill, chasing one surviving step and an LT out and moving to attack the large town from the north while the US LTC lead the rest of the armored infantry in assault from the light woods. In hind sight, it might have been wise to keep the Panthers concealed in the town, but the possibility of taking out all the Shermans and keeping the armored infantry away from the town just seemed to good to pass up. For the last half of the game, US troops assaulted from 2 directions, trading casualties, losing the last steps of the M18s and M4s but taking all but 3 town hexes while killing most of the defenders. In the end, having playe to the bitter end, the US won a major victory, 60 to 28 figuring in the town hex and casualty points. Interesting scenario that I hope to run again in miniatures. Great game. |
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Maneuver! | ||||||||||||
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What looked to be a straightforward assault against town turned out to be quite a game of maneuver. the Germans defended with just four Grenadier platoons in the forward towns as a delay. The put their guns and mortars in the woods on the east flank with the Panther forward to protect them and prevent a dash across the board. The Hetzers were in the west woods of Board 24. Seeing the cross fire of AT weapons in the open ground, the Americans attacked through the East Woods. They then hooked west to clear the four towns while sending a force north through the woods. This kept pushing the panthers back to avoid getting in a crossfire situation. Just as planned, the Americans got tied up clearing the forward towns. But it looked like a good chance at an American win if they could get to the gun units or kill the panthers. But the Germans pulled back into Munsterbusch and killed some M-18s when the Americans tried to swarm the Panthers. The Ammericans then tried to maneuver west to take the far town on the ridge to score just enough point to win. But the Panther stymied them killing some Shermans. The game ended in a draw. |
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