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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Tough Time at Wurselen
Invasion of Germany #29
(Defender) Germany vs United States (Attacker)
Formations Involved
Germany 3rd Panzergrenadier Division
United States 119th Infantry Regiment
United States 743rd Tank Battalion
Display
Balance:



Overall balance chart for InoG029
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Invasion of Germany
Historicity Historical
Date 1944-11-16
Start Time 12:45
Turn Count 16
Visibility Day
Counters 47
Net Morale 0
Net Initiative 1
Maps 2: 23, 24
Layout Dimensions 86 x 28 cm
34 x 11 in
Play Bounty 159
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Urban Assault
Conditions
Entrenchments
Off-board Artillery
Scenario Requirements & Playability
Cassino '44 Counters
Elsenborn Ridge Maps + Counters
Invasion of Germany Base Game
Introduction

The North Carolina National Guard's 119th Infantry Regiment was under-strength because one of its battalions had been detached to provide infantry support for the 2nd Armored Division. With the other two regiments of 30th Infantry Division at full strength and well-rested, it was surprising when the 119th was given the job of securing Wurselen.

Conclusion

The plans called for the entire 3rd Battalion of the 119th to attack, with Company L detailed to secure Wurselen. They would receive the support of an entire company of Shermans once they cleared the first crossroads in town. But despite starting less than 1,000 yards away they never reached the crossroads. Company L was stymied in every attempt to move forward, while absorbing numerous casualties. Things didn't go much better for Companies I and K, which inched forward but were unable to seriously threaten the town. Thankfully, they suffered far fewer casualties.


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
  • Prime Movers: Transports which only transport towed units and/or leaders (May not carry personnel units). May or may not be armored (armored models are open-top). All are mechanized. (SB)

Display Order of Battle

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

Display Errata (1)

1 Errata Item
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)

Display AARs (1)

Wurselen Went Historical
Author Loqtes
Method Solo
Victor Germany
Play Date 2014-11-30
Language English
Scenario InoG029

On November 16, 1944 the 119th Regiment of the North Carolina National Guard was given the job of securing the town of Wurselen. Wurselen was defended by well entrenched elements of the German 3rd Panzergrenadier Division.

For the scenario the roles were clear. The Americans had to clear all of the town of Wurselen along with two German Strongpoint positions to win which meant all the Germans needed to do was sit and wait in town or in other entrenched positions and let the Americans come to them.

The scenario calls for pieces and maps from Elsenborn Ridge and Casino. However, if you don't own Casino you could still make out on this scenario as the only pieces needed from Casino were the two strongpoint positions and a flame thrower unit. Standard entrenchment pieces could substitute for the Strongpoints even through the strongpoint pieces from Casino are chosen at random with varying values. As for the flame thrower it is a 12-0 piece with movement of 3 that is two step. The second step is a 6-0 piece.

As for the battle, historically, the Americans never seriously threatened the town and took many losses. My scenario went historically accurate. The Americans, try as they might, had a very difficult time penetrating the German positions either in town or at the strongpoints. On turn 6, German Off Board Artillery scored a direct hit taking both an American infantry unit and a 57MM gun from good order to eliminated.

Finally on turn 10 the Americans overcame one of the two German strongpoint positions and on turn 12 many of the American disrupted and demoralized units came back into good order but by then time had begun to run out on forming these units back up and getting them into the battle.

In the end only one of two strongpoint positions were taken and only a small portion of the city was occupied by American forces.

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