Crocodile Rock Invasion of Germany #36 |
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(Defender) Germany | vs |
Britain
(Attacker)
United States (Attacker) |
Formations Involved | ||
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Britain | 1st Fife and Forfar Yeomanry | |
Germany | 301st Heavy Panzer Battalion | |
United States | 2nd "Hell on Wheels" Armored Division |
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Overall Rating, 1 vote |
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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 | 1944-11-22 |
Start Time | 07:00 |
Turn Count | 20 |
Visibility | Day |
Counters | 74 |
Net Morale | 1 |
Net Initiative | 0 |
Maps | 2: 10, 9 |
Layout Dimensions | 86 x 28 cm 34 x 11 in |
Play Bounty | 167 |
AAR Bounty | 171 |
Total Plays | 1 |
Total AARs | 1 |
Battle Types |
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Hill Control |
Road Control |
Rural Assault |
Urban Assault |
Conditions |
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Entrenchments |
Off-board Artillery |
Reinforcements |
Severe Weather |
Scenario Requirements & Playability | |
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Battle of the Bulge | Maps |
Beyond Normandy | Counters |
Cassino '44 | Counters |
Elsenborn Ridge | Counters |
Invasion of Germany | Base Game |
Introduction |
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After two months of fighting it looked like the Americans had finally broken the German defenses, with LXXXI Corps decimated and reinforcements scarce. Combat Command B from "Hell on Wheels" was ordered to drive the enemy from Merzenhausen in the morning and reach the open plain beyond. Once there they were to use their mobility to reach the Roer River. |
Conclusion |
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It was a good plan based on the available information, and at first things went well as the terrifying Crocodile tanks devastated the defending infantry and white flags began appearing over some bunkers. For a moment it appeared the enemy was breaking, but then a few unexpected Tiger tanks arrived and destroyed all the Crocodiles. The American infantry then attempted a bayonet charge which was broken up by artillery fire. Eventually the Americans managed to wedge themselves into the western portion of town but could move no farther. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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6 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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Strongpoints are single step units and can be eliminated with X results like any other single step unit. (Shad
on 2010 Dec 15)
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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)
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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)
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Liberation 1944's Tiger movement and armor ratings are backwards. They should be Armor 7 and Movement 5. (petermc
on 2014 Feb 14)
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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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Crocodile Rock #36 | ||||||||||||
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Copied over from older game into the new version: I have just set this scenario up. It looks very interesting and the victory conditions look like fun. The Germans have a small setup force of mixed infantry & weapon units but have strongpoints, terrain, mud, Off-board ART and most important two platoons of Tiger I's coming on as reinforcements at some point. The Americans have a large force Infantry, Armor and off-board artillery but also a British Crocodile Flame tank unit, plus the Americans have two Engineers, one FLM unit to help clear strongpoints and city hexes. To counter the German Tigers when they arrive, they have 3 x M4/76, 4 x M4, 1 x M36 and a 57mm AT gun to help with cross-fire bonus. Now the real problem will be with the time, 20 turns in the mud to slow movement a bit. Posting #2 This was a fun scenario to play. The movement was frustrating at times, due to the Mud. I had to bring on the Americans and the British Crocodile units in two attack groups as the terrain and mud would take too long in a huge traffic-jam to try the one thrust approach. About half went down the road and the other half shirted the woods on the left flank with the clear terrain. The Germans put most of their defenses in the town hexes and a few units as road-blocks in the 40 level hills on the map before the town. The German Tiger tanks did hammer a lot of the American armor but they could not holdup in the town hexes very long, once their own infantry got thrown out. The Americans just had too many resources in Infantry and off-board artillery but needed all twenty turns to achieve their goals. Tiger tanks do not standup in assault combat in town hexes against engineers, especially not the FLM unit where pardon the pun, they really got burned. The Americans won this scenario but I needed all the time to do it. One thing I should have done differently with the German Tiger tanks, is forget helping out the German Infantry in the town hexes, but to just keep them back on the edge of the North-South road and wait out the Americans. It would have been a really close call then. Who knows? This game required maps from Battle of the Bulge, American counters from Elsenborn Ridge and four from Cassino, German counters from Cassino and one British counter from Beyond Normandy. So it wasn’t too difficult to setup. Very enjoyable scenario to try an solve. |
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