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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Road to St. Gilles
Panzer Lehr #13
(Defender) Germany vs United States (Attacker)
Formations Involved
Germany 130th "Lehr" Panzer Division
Germany 14th Fallschirmjäger Regiment
United States 2nd "Hell on Wheels" Armored Division
Display
Balance:



Overall balance chart for PaLe013
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 2 votes
5
4
3
2
1
2.5
Scenario Rank: --- of 940
Parent Game Panzer Lehr
Historicity Historical
Date 1944-07-26
Start Time 09:45
Turn Count 20
Visibility Day
Counters 168
Net Morale 0
Net Initiative 2
Maps 2: 26, 27
Layout Dimensions 86 x 28 cm
34 x 11 in
Play Bounty 187
AAR Bounty 227
Total Plays 1
Total AARs 0
Battle Types
Delaying Action
Exit the Battle Area
Inflict Enemy Casualties
Road Control
Urban Assault
Conditions
Hidden Units
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Smoke
Terrain Mods
Scenario Requirements & Playability
Battle of the Bulge Counters
Elsenborn Ridge Counters
Fall of France 1 Maps
Panzer Lehr Base Game
Introduction

The final plans of Operation Cobra called for the armor divisions to be held in reserve until Marigny and St. Gilles fell into U.S. hands. By the evening of the 25th, the Germans still held both villages, but CCA from 2nd Armored Division rumbled southward nonetheless. Panzer Lehr quietly prepared to receive the Americans after receiving control of the remnants of the 275th Infantry Division and the 14th Fallschirmjäger Regiment, 5th Fallschirmjäger Division. While the 275th Infantry was a competent outfit, the Fallschirmjägers were a completely different matter. They lacked training, weapons, complete uniforms and shockingly possessed few if any helmets. Little was to be expected of them in the coming fray.

Conclusion

The Germans doggedly contested each hedgerow slowing the column to a crawl. Even worse, recent tests showing the 76mm gun inadequate to deal with Panther tanks were proven accurate. Luckily for the harried tankers, Army Air Corps General Pete Quesada's "cover column" concept of close air support proved devastating. This provided the thin edge needed for the tankers to secure St. Gilles. Surprisingly, they were not allowed to rest there as General Rose wanted to continue southward despite the coming nightfall.


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
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
  • Self-Propelled Artillery: do not provide the +1 Assault bonus, even if closed-top (SB)
  • Anti-Aircraft Weapon Carrier: apply a -1 modifier to an air attack if within three hexes of the targeted hex (15.14).
  • 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.
  • 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)

Display Order of Battle

Germany Order of Battle
130th "Lehr" Panzer Division
Heer
  • Motorized
Luftwaffe
United States Order of Battle
Army
  • Motorized
  • Towed

Display Errata (4)

4 Errata Items
Overall balance chart for 1230

Counter is mislabeled, this is actually a 75/41.

(rerathbun on 2013 Mar 06)
Overall balance chart for 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(Shad on 2010 Dec 15)
Overall balance chart for 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)
Overall balance chart for 25

The M18 has a special rule in Battle of the Bulge but it applies globally: "A two-step M18 unit can fire one anti-tank shot and move half its movement allowance (retain fractions) in a single impulse. The order in which it does these two actions is the player's choice."

(Shad on 2010 Dec 15)
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