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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Grasping at Straws
Invasion of Germany #34
(Attacker) Germany vs United States (Defender)
Formations Involved
Germany 47th Volksgrenadier Division
United States 1st "Big Red One" Infantry Division
Display
Balance:



Overall balance chart for InoG034
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
5
Scenario Rank: --- of 940
Parent Game Invasion of Germany
Historicity Historical
Date 1944-11-20
Start Time 03:00
Turn Count 18
Visibility Night
Counters 36
Net Morale 1
Net Initiative 1
Maps 1: 25
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 151
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Road Control
Conditions
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Elsenborn Ridge Maps + Counters
Invasion of Germany Base Game
Introduction

All the previous day, the battered 104th Grenadier Regiment had fought to deny the Americans the key village of Heistern. Whoever controlled the village also controlled the valley beyond, with unimpeded observation all the way to Langerwehe. Knowing his regiment would never stand another day's fighting, shortly after midnight Colonel Josef Kimbacher personally led his survivors against the Americans encircling them to the north.

Conclusion

The German regiment had been reduced in strength to less than a battalion, and had little success against the veteran Americans. Casualties were heavy and the colonel himself was captured. Soon the village would be in American hands.


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 Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)

Display Order of Battle

Germany Order of Battle
Heer
  • Mechanized
United States Order of Battle
Army
  • 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)

Death in the Dark
Author thomaso827
Method Solo
Victor Germany
Play Date 2016-01-23
Language English
Scenario InoG034

This scenario places a small force of 5 US infantry, 2 HMSs, an 81mm mortar and a 57mm AT gun with towing truck holding the north-south road on board 25 against a force of 7 German grenadiers, 2 HMGs, 2 81mm mortars, 3 Engineers, and a Hetzer entering the board from the south in a night action. Mud slows everything down, adding a movemement point to vehicles and dropping all foot movement to a 1. Germans have 2 16factor OBA and US has an 18 factor OBA. I set up the US in some depth, with an outpost in the light woods at 0515 with a lieutenant, the main line of resistance in hexes 0915 dug in and 1014 in the woods, each with one infantry and one HMG, the US captain in the woods hex and an LT dug in, placed the AT gun, truck and one infantry dug in at 0912 and the mortar with the sergeant at 0910. The Germans enter in line, initially taking 2 actions to move everything, the Hetzer on the road and the rest lined up so that the German left had the captain in the middle of 3 stacks, with 2 infantry on the left, an infantry and an engineer in the captain's hex and an infantry and HMG to the right and adjacent to the road and Hetzer. To the other side, the German colonel was centered in 3 more stacks with an LT, infantry and HMG on his right, an infantry and engineer in his hex, and an infantry and engineer on his right, leaving the two mortars on the right flank. The forces made contact in the dark on the German left and the Germans took the first losses, the outpost trying to pull back after firing, but the Germans kept contact and demoralized the outpost troops, killing the LT and then the two infantry platoons. The Hetzer stayed on line initially but then turned in to support as contact was made on the German left and assisted in an assault with the dug-in AT gun, which failed to hit the Hetzer either in the approach or in the assault. The German Colonel and the LT to his right made contact with the US captain and LT in he woods/light woods and both sides exchanged fire, disrupting each other and tying each other up for several turns, but the US troops got the worst of it and had to pull back. Both sides took friendly fire casualties from OBA, but it hurt the US troops more than the Germans. The Germans pushed the surviving forces back to a final battle with the US mortar that had survived and fought on against 3 to 1 odds until the last turn, when the US captain and an infantry platoon attempted to join and push out the attacker. US rolled a 7 and Germans a 2, finishing off the US captain and pushing the surviving sergeant out of the hex. The Hetzer too advantage of the situation to move forward and gain road hexes, so at the end, the Germans had control of 12 road hexes and had inflicted 12 step losses to the US having inflicted 9 steps and controling the last 8 hexes. The totals gave the Germans a major victory by one point. Great game right down to the last shot.

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