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
Errors? Omissions? Report them!
Hot Time at Übach
Invasion of Germany #17
(Defender) Germany vs United States (Attacker)
Formations Involved
Germany 183rd Volksgrenadier Division
United States 117th Infantry Regiment
United States 1st "Big Red One" Infantry Division
United States 2nd "Hell on Wheels" Armored Division
United States 30th "Old Hickory" Infantry Division
Display
Balance:



Overall balance chart for InoG017
Total
Side 1 0
Draw 1
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Invasion of Germany
Historicity Historical
Date 1944-10-04
Start Time 07:00
Turn Count 30
Visibility Day
Counters 216
Net Morale 1
Net Initiative 2
Maps 4: 10, 22, 23, 24
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 219
AAR Bounty 227
Total Plays 1
Total AARs 0
Battle Types
Inflict Enemy Casualties
Rural Assault
Urban Assault
Conditions
Entrenchments
Off-board Artillery
Reinforcements
Severe Weather
Terrain Mods
Scenario Requirements & Playability
Battle of the Bulge Maps + Counters
Cassino '44 Counters
Elsenborn Ridge Maps + Counters
Invasion of Germany Base Game
Introduction

The previous day's fighting had ended with a confused situation in the town of Übach. Opposing forces held adjacent houses, and tanks of the 2nd Armored Division were just outside town waiting to exploit any opening. That night, 30th Infantry Division was once again ordered to clear a path for a planned armored assault the next morning.

Conclusion

For reasons lost to history, the Germans slipped out of Übach during the night. If the Americans thought that would make things easier they were wrong. Numerous German counterattacks (aided by fog that grounded US aircraft) slowed the American advance to a crawl. Near Palenberg things became so desperate that a Technical Sergeant had to assume command of his infantry company after all his superiors were wounded or killed. The attack there was only driven off after he called down artillery fire on his own position. Despite these problems, the Americans doggedly pushed on to the outskirts of Beggendorf.

Additional Notes
  • Can substitute strongpoints from APL website for Cassino version http://www.avalanchepress.com/images/2008/More_Strongpoints.pdf
  • Cassino counters 10 Strongpoints, 2 M10
  • Elsenborn counters 1 StugIIIG, 17 INF, 5 American HMGs, 5 M4, 1 40mm, 6 M4/76

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
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
  • Self-Propelled Artillery: do not provide the +1 Assault bonus, even if closed-top (SB)
  • 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
  • Mechanized
  • Misc
United States Order of Battle
Army
  • Motorized

Display Errata (5)

5 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 527

Strongpoints are single step units and can be eliminated with X results like any other single step unit.

(Shad on 2010 Dec 15)
Overall balance chart for 527

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)
Overall balance chart for 527 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)
Overall balance chart for 54

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

(rerathbun on 2012 Jan 30)
Errors? Omissions? Report them!
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