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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Crocodile Rock
Invasion of Germany #36
(Defender) Germany vs Britain (Attacker)
United States (Attacker)
Formations Involved
Britain 1st Fife and Forfar Yeomanry
Germany 301st Heavy Panzer Battalion
United States 2nd "Hell on Wheels" Armored Division
Display
Balance:



Overall balance chart for InoG036
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 1 vote
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Invasion of Germany
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
Hill Control
Road Control
Rural Assault
Urban Assault
Conditions
Entrenchments
Off-board Artillery
Reinforcements
Severe Weather
Scenario Requirements & Playability
Battle of the Bulge Maps
Beyond Normandy Counters
Cassino '44 Counters
Elsenborn Ridge Counters
Invasion of Germany Base Game
Introduction

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

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.


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
  • Tank Destroyer: 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).
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.

Display Order of Battle

Britain Order of Battle
Army
  • Mechanized
Germany Order of Battle
Heer
  • Mechanized
  • Misc
United States Order of Battle
Army
  • Towed

Display Errata (6)

6 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 484

Liberation 1944's Tiger movement and armor ratings are backwards. They should be Armor 7 and Movement 5.

(petermc on 2014 Feb 14)
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 (1)

Crocodile Rock #36
Author JayTownsend
Method Solo
Victor United States, Britain
Play Date 2014-08-02
Language English
Scenario InoG036

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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