|
|
Total |
Side 1 |
1 |
Draw |
0 |
Side 2 |
0 |
|
Total |
Side 1 |
1 |
Draw |
0 |
Side 2 |
0 |
|
Total |
Side 1 |
0 |
Draw |
0 |
Side 2 |
0 |
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Overall Rating, 1 vote |
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Scenario Rank:
--- of 940 |
Parent Game |
Invasion of Germany |
Historicity |
Historical |
Date |
1944-11-29 |
Start Time |
04:30 |
Turn Count |
12 |
Visibility |
Night |
Counters |
38 |
Net Morale |
0 |
Net Initiative |
1 |
Maps |
2: 14, 3 |
Layout Dimensions |
56 x 43 cm 22 x 17 in |
Play Bounty |
156 |
AAR Bounty |
227 |
Total Plays |
1 |
Total AARs |
0 |
Introduction
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The 30th Infantry Division's attack on Altdorf had been a failure. The Americans had been caught on the heights overlooking the village and forced to ground. With no cover available to mask their movements, it was decided a night attack was the only option.
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Conclusion
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In hopes of achieving surprise, the Americans advanced without the usual artillery barrage. But the fighting going on at Inden provided enough light for the Germans to spot the advancing Americans, so with their surprise gone the Americans simply stormed the town. In short order the Germans were driven across the Indie River.
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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).
- Prime Movers: Transports which only transport towed units and/or leaders (May not carry personnel units). May or may not be armored (armored models are open-top). All are mechanized. (SB)
- Unarmored Weapon Carriers: These are unarmored halftracks (Bufla and Sk7/2) or fully-tracked vehicles (Karl siege mortar) with mounted weapons. All are mechanized, except the BM-13 (Katyusha rocket launcher mounted on a truck). They are weapon units, not AFV's, so they are never efficient and cannot be activated by tank leaders. (SB)
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United States Order of Battle
2 Errata Items |
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The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France.
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The SK 7/2 appearing in 1940: Fall of France is actually a SK 6/2, but misprinted by APL. Hence it should be unarmored in that game. The SK 7/2, which appears in other games is correctly printed with an armor of 0.
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