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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Charge of the Light Company
Invasion of Germany #18
(Defender) Germany vs United States (Attacker)
Formations Involved
Germany 183rd Volksgrenadier Division
United States 2nd "Hell on Wheels" Armored Division
Display
Balance:



Overall balance chart for InoG018
Total
Side 1 1
Draw 2
Side 2 1
Overall Rating, 5 votes
5
4
3
2
1
3.4
Scenario Rank: 500 of 940
Parent Game Invasion of Germany
Historicity Historical
Date 1944-10-06
Start Time 10:00
Turn Count 8
Visibility Day
Counters 52
Net Morale 1
Net Initiative 1
Maps 1: 10
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 150
AAR Bounty 159
Total Plays 4
Total AARs 3
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Entrenchments
Off-board Artillery
Severe Weather
Terrain Mods
Scenario Requirements & Playability
Battle of the Bulge Maps + Counters
Cassino '44 Counters
Invasion of Germany Base Game
Introduction

Combat Command B of 2nd Armored Division was having a difficult time subduing Waurichen. The muddy conditions had restricted all vehicle movement to the one road leading into town, so with little chance of being outflanked the defenders concentrated all their anti-tank weapons on the road. Twenty-one Sherman tanks were destroyed, but before accepting defeat the Americans decided on one last desperate gamble.

Conclusion

The Americans led with their Stuart light tanks, sending them down the road toward the town at full speed. Surprisingly, they made it into Waurichen! There they encountered a platoon of Sturmgeschutz, so they just kept going at full speed and danced around creating confusion. This allowed the rest of CCB to enter the town and engage the enemy. After stiff fighting and a German counterattack, the Americans emerged victorious. With only 3 Stuarts lost the desperate ploy was praised as an outstanding tactical success.

Additional Notes

Allow the M5's to enter the map on any hex, but must pay extra MP for each off-road and non-town hex.


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
  • 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

Display Errata (6)

6 Errata Items
Scen 18

The scenario calls for 2 M4/75 platoons that come from Elsenborn Ridge. The scenario makes no mention of needing pieces from that game.

(thomaso827 on 2016 Feb 28)
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)

Display AARs (3)

Another Mudder of a Day
Author thomaso827
Method Solo
Victor United States
Play Date 2016-02-28
Language English
Scenario InoG018

The 8 turn scenario forces the US to push down a road into ajacent hex range in order to have a chance in this little gem. Germans hold a town with 4 entrenchments and 3 strongpoints and a force of 5 Grens, 1 HMG, an 81mm mortar, a 20mm gun, a 75mm AT gun, wagons to tow the guns, and a StuG IIIG, with 2 16 fctor OBAs. The US attacks with 5 Inf, an Eng, 2 HMGs, 2 M4s, 2 M4/76s, 2 M5s, an81mm mortar, and 9 halftracks. The Germans set up the entrenchments south of town starting adjacent to but not blocking the road and then to the northeast and northwest hexes still adjacent to the town. I randonly drew and placed the 3 stronpoints without looking at them, the first blocking the road at the south edge of town, the other two northeast and northwest in the first two town hexes. A Gren and the 20mm gun went in the entrenchment to the left of the road, the 75mm AT and a Gren in the entrenchment to the left of the road, an infantry in each of the other 2 entrenchments, and the mortar and HMG in the middle of town at 0709, and lastly the StuG at 0710, hoping to ambush or assault anything that got into town. The US started down the road with the M5s leading as happened historically, followed by the Shermans and then the halftracks. I kept the Major, an infantry and an engineer dismounted and moving forward to the left and the Cpt and 2 infantry dismounted and moving forward on the right. The mortar moved up for one turn before dismounting on the road hex in the edge of the woods where his LT coul also spot for OBA. The plan worked pretty well, and while the first two turns saw the 75mm AT gun roll moified 13s, killing both M5s early, OBA and direct fire killed both AT and AA guns, allowing the armor to assault the first town hex and the Major with his stack to assault the first entrenchment on the left. As it happened, the 3 strongpoints pulled and placed were 1 3-4 nd 2 unoccupied, so the assault on the one blocking the road opened the door and there ended up being nothing immediately beyond the door to stop the US attack. The Major on the US left and the captain on the US right assaulted entrenchements, the Major not so lucky even with the engineers but the captain took his with little trouble after the AT gun had already been destroyed by OBA and the infantry was demoralized. Tanks and haltracks ran into town to soften up defended hexes while one infantry/hmg/halftrack stack was assaulted by the last German defenders in town being the German captain leading a Gren, an HMG and the StuG. German rolls 7, US rolls 3, StuG loses a step and everyone else is disrupted or demoralized. In the end, the US holds 2 entrenchments an 3 town hexes, with 14 German step losses, vs the Germans holding 12 points of town hexes, the remaining town and entrenchment hexes being challenged in assaults, and the US having lost only the 8 steps from the M5s, 27 points to 20, US marginal win. The muddy conditions and bad weather, aside from keeping vehicles on the road and slightly slowing down foot troops, had little overall effect. I did discover that one assault on an entrenchment included a US Sherman that shouldnt have been there due to the mud but only as I pulled the counters from the board. Count that overzealous tank platoon as having bogged down but maintained their firepower in support of the infantry and engineers. Great little game.

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Death of the Light Company..and Shermans..and Infantry.
Author Blackcloud6
Method Solo
Victor Germany
Play Date 2022-05-12
Language English
Scenario InoG018

Set this one up to play a quick game in an afternoon. The Germans defended the town in typical fashion with the bunkers on the flanks supported by entrenchments. The Stug III platoon and ATG were in the forward town hexes supported by Grenadiers and the HMG>

The Americans attacked with the M5s in the lead as they did historically and then brought in the Shermans followed by the Armored Infantry. The Americans attempted to get as much on board as possible to maximize firepower but got clobbered by direct and indirect fires in the first few turns. However they were able to wear down the Germans over time and gained a foothold in the town, took out two Strongpoints and than gained two trenches. But US casualties were too high and the Germans controlled too many VP hexes. It ended in a major German victory.

Maybe it is better for the US to just come in with a few leaders and pound the German positions with artillery and then attack. Also, for balance, the Germans should get less, or even no, VPs for holding town/entrenchment hexes.

Yet the scenario was fun, it didn't bog down at any point.

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Charge of the Light Company #18
Author JayTownsend
Method Solo
Victor Draw
Play Date 2014-08-02
Language English
Scenario InoG018

Copied over from older game into the new version:

*When I set this scenario up, I noticed you should pull the counters from Elsenborn Ridge not Battle of the Bulge as it requires an M4/76 and I pulled my German counters from Cassino for the Strong Point counters. I also thought how can the Americans win this, with only eight turns, Mud that keeps all the Vehicles on the South Road and both side with equal Artillery?

*Ok, let give it a shot and see? I tried doing what the historical conclusion said in the scenario and charged all three units/counters of M5-Stuarts right down the Road but with different results, as the StugIIIG & the 75mm gun took out all 6 steps worth. Now I am thinking this will be a waste of effort but I must continue trying. So I moved 2 M4 & 1 M4/76 Sherman Counters adjacent to the Germans, as everything that could hurt them, already activated, so I would hope to activate first next turn and keep all my Infantry loaded in the M3 Halftracks, safe from German Artillery but close to the jumping off point for action. However I did unload one stack of Infantry, to spot for their Artillery. The Germans had I nice defense, with entrenchments, Strong-Points and city hexes but their forces are not very strong.

*With some luck, the Americans rolled very high on their next activation, taking out the StugIIIG with six shots from the stack of 75mm & 76mm Shermans, then the American Artillery demoralized the German 75mm gun as well. Now things are looking a little better for the Americans and a hole is being to open for them. *With the proceeding turns they are able to take Three entrenchments, and two town hexes and leave two town hexes being contested. With the combine Infantry, Artillery & Armor, they work a little magic.

*The Germans lost the following steps: 2-StugIIIG, 1- 75mm, 1-strongPoints , 4-Infantry, 2-HMG, 1-20mm, 2-Wagons, 2-Leaders, which equaled 13 point for the Americans. *The Americans lost the following steps: 6-M5/Stuarts, 1-Infantry, Which equals 13 points for the Germans. *Remember tanks steps count double! *Town hex points: 6-German, 6-American, (2- hexes contested, no point for those). *Entrenchment points: 6-American, 2-German. *Total points: Americans 25, Germans 21. Only a four point difference which results in a draw! So close for the Americans, as one more point would have done it, but time ran out.

*This played out much closer then I thought it ever would and with only eight turns, the Americans are very hard pressed, especially in the muddy conditions. But this is a fast playing scenario to try out and is a good one to play solo, with a low unit count. You never know what scenarios might surprise you!

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