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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Preventive Measures
Invasion of Germany #47
(Defender) Germany vs United States (Attacker)
Formations Involved
Germany 275th Infantry Division
United States 5th "Victory" Armored Division
Display
Balance:



Overall balance chart for InoG047
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Invasion of Germany
Historicity Historical
Date 1944-11-29
Start Time 11:15
Turn Count 16
Visibility Day
Counters 38
Net Morale 0
Net Initiative 2
Maps 2: 25, 31
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 157
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Urban Assault
Scenario Requirements & Playability
Elsenborn Ridge Maps + Counters
Fall of France 1 Maps
Invasion of Germany Base Game
Introduction

The fighting and dying in the Hurtgen Forest had to be stopped soon. On the previous day the Americans had entered Grosshau but had been unable to secure the town. To prevent German reinforcements from intervening there Task Force Hamburg was ordered to take Kleinhau.

Conclusion

Task Force Hamburg secured Kleinhau and prevented any reinforcements from reaching Grosshau. The latter was made easier by the fact that all German transport units had been pulled out for the upcoming Ardennes offensive, so 22nd Infantry Regiment had enough time to secure the village. It appeared the Americans had finally broken free from the curse of the Hurtgen Forest.


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
  • 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).

Display Order of Battle

Germany Order of Battle
Heer
  • Towed
United States Order of Battle
Army

Display Errata (1)

1 Errata Item
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)

Display AARs (1)

Bloody Slugfest
Author Fanghawk
Method Solo
Victor Germany
Play Date 2022-11-23
Language English
Scenario InoG047

I played this over the course of 3 days. It's actually a nice little scenario and despite the low unit density (particularly for the German defenders) there was quite a bit of action packed into it. I only gave it a 3 overall since once the Germans have set up, there isn't much for them to do but wait for the US to come into view. For solo play I’d give it at least a 4. Placement of the 75mm AT guns is critical as the defenders have no other way to really counteract the armored M3’s and Shermans and once the 75’s are placed, they won’t be moving again. The scenario was designed around 3rd edition rules and Shermans with armor values of 3 rather than the updated 4 armor values, so I thought the Americans would have a much easier time of it than they ultimately did.

I set it up with one 75mm covering the northern approach, one covering the southern approach, a MG nest on the hill in overwatch position, and the rest of the defenders in town. The US started off well, getting their tanks close to town with effective Smoke placement, a leader in cover for spotting any shot takers in town, and a company of infantry ready to assault the MG nest by turn 3 (of 16). When the last of the Smoke cleared, the US promptly lost initiative and the 75mm was able to take out 2 steps of Shermans over the next two turns (and Demoralize another couple platoons), before OBA was able to silence the gun. Once the 75mm was taken out, the race for the town was on with a wave of loaded M3’s kicking up sprays of mud as they headed in.

At this point, I thought the US had the game well in hand. They were on the outskirts of town with 10 turns left to play and had overwhelming numbers. They then proceeded to roll abysmally getting 7’s and 8’s on 15 straight Assault rolls, with 24-30+ firepower, with the defenders of course passing all their morale checks or immediately recovering if they didn’t. On the other side, the Germans went nuts rolling below 5 or above 10 in most cases in defense with the Americans unable to pass basic morale checks. The flamethrower had no effect for the Americans and the biggest insult to injury was when a lone mortar and leader rolled snakes on a defensive counterattack and the whole US stack Demoralized off the M2.

Even with the horrible rolls, the US was able to make a last-ditch stab at victory with the game coming down to a final assault on the final turn.

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