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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Mismatch at Jungersdorf
Invasion of Germany #44
(Attacker) Germany vs United States (Defender)
Formations Involved
Germany 3rd Fallschirmjager Division
United States 1st "Big Red One" Infantry Division
United States 745th Tank Battalion
Display
Balance:



Overall balance chart for InoG044
Total
Side 1 2
Draw 0
Side 2 0
Overall Rating, 3 votes
5
4
3
2
1
2.67
Scenario Rank: --- of 940
Parent Game Invasion of Germany
Historicity Historical
Date 1944-11-28
Start Time 08:45
Turn Count 18
Visibility Day
Counters 62
Net Morale 1
Net Initiative 0
Maps 2: 22, 23
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 162
AAR Bounty 165
Total Plays 2
Total AARs 2
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Severe Weather
Scenario Requirements & Playability
Cassino '44 Counters
Elsenborn Ridge Maps + Counters
Invasion of Germany Base Game
Iron Curtain Counters
Introduction

The Fallschirmjägers who had earned the respect of the Americans in Normandy were few and far between in the hastily-rebuilt 3rd Division. It consisted largely of young conscripts who were ill-prepared to face a determined enemy, and most of their officers were inexperienced in ground warfare. The few remaining battle-hardened officers and NCOs had the unenviable job of leading the division in a drive to push the enemy out of Jungersdorf.

Conclusion

The green Fallschirmjägers were game and almost managed to force their way into the town, but the tough American 1st Infantry Division was in no mood to give up their hard won gains of the last few days. The German advance ground to a halt, and with confusion reigning in their ranks they were driven back to their jump-off positions with heavy 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

Display Order of Battle

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

Display Errata (1)

1 Errata Item
Overall balance chart for 39

Reduce strength direct fire value be came 5-5 in Army at Dawn.

(plloyd1010 on 2015 Jul 31)

Display AARs (2)

Mismatched at Jungersdorf #44
Author JayTownsend
Method Solo
Victor Germany
Play Date 2014-08-02
Language English
Scenario InoG044

Copied over from older game into the new version:

*This seemed like a good scenario and it was. The main objectives were the town hexes on map 23 and the Germans have about twice the forces and the 18 turns too get as many as they can without losing too many steps compared to the Americans. The American setup on board 23 and wait to defend. Both sides have equal off-board artillery but the Germans have way more on-board artillery. The Americans have a Jumbo Sherman tank unit. Finally a nice American tank unit with a high defense factor but no armor to shot at!

*The Germans came in as one big wave taking their initial casualties, but taking all of the bigger town hexes. They paused for the day and did not attempt the second smaller town and won a major victory by one point, as they had 24 victory points compared to the Americans 13 victory Points. I should have tried to reinforce the larger town but my Americans were too late and didn’t have enough strength to try.

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A Close One!
Author treadasaurusrex (Germany)
Method Face to Face
Victor Germany
Participants Tambu
Play Date 2021-02-24
Language English
Scenario InoG044

This was a 4 session, face-to face, play-through with the stalwart and determined Tambu as the defending American Commander. It almost ended in a draw, but for a remarkable, game turn 7 change in fortune. I played the bad-dice-throwing German side.

The primary objective for the Germans are control of the town hexes on Map 23 and they cannot afford to absorb more than a certain number of casualties taking them. Fortunately, though the German troops are green, they have considerably more artillery at their disposal than the US side. Ultimately, this made the difference in the game.

Opening the game with a very costly, headlong charge, the Germans established themselves in the majority of town hexes in the larger town, but failed to completely occupy the smaller one. One nasty close assault after another was the rhythm of this scenario, and the Americans initially suffered from repeated morale recovery failures and bad combat rolls. Suddenly, the fates intervened, and a long string of lousy die rolls struck the hapless Germans side. This nearly resulted in a drawn game, but very slowly the American force was whittled down, and the contested town hexes fell to the exhausted, often disrupted, German formations.

A fun scenario to play, but it was too unbalanced in favor of the Jerries to merit a 4. I gave this one a solid 3.

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