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Total |
Side 1 |
0 |
Draw |
0 |
Side 2 |
0 |
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Total |
Side 1 |
0 |
Draw |
0 |
Side 2 |
0 |
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Total |
Side 1 |
0 |
Draw |
0 |
Side 2 |
0 |
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Overall Rating, 0 votes |
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Scenario Rank:
of |
Parent Game |
Invasion of Germany |
Historicity |
Historical |
Date |
1944-11-27 |
Start Time |
04:15 |
Turn Count |
12 |
Visibility |
Night |
Counters |
53 |
Net Morale |
1 |
Net Initiative |
1 |
Maps |
2: 20, 30 |
Layout Dimensions |
56 x 43 cm 22 x 17 in |
Play Bounty |
210 |
AAR Bounty |
227 |
Total Plays |
0 |
Total AARs |
0 |
Introduction
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Though they'd failed to take the castle, the Americans had surrounded it and driven the defenders inside its massive walls. Holding the castle was crucial for the Germans, as it was the only fortified position in the sector and its loss would cause another withdrawal to the Roer River. So long before dawn, a relief party went forward to reach the paratroopers holding out in the castle.
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Conclusion
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The Germans pressed forward doggedly despite suffering greatly from American artillery fire, but just short of the castle the infantry got separated from their supporting armor and went to ground. The assault guns pressed on alone, with the last one not breaking off until reaching the castle courtyard. Finally, with the assault stalled, a truce was called that afternoon to allow both sides to tend to their wounded. The Germans were informed that they would be allowed to leave the castle unmolested between 2300 and 0100 hours, which they did.
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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
- Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable
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United States Order of Battle
1 Errata Item |
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Reduce strength direct fire value be came 5-5 in Army at Dawn.
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