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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An Ironic Twist
Panzer Lehr #14
(Defender) Germany vs United States (Attacker)
Formations Involved
Germany 130th "Lehr" Panzer Division
Germany 14th Fallschirmjäger Regiment
Germany 2nd SS "Das Reich" Division
United States 18th "Vanguards" Infantry Regiment
United States 3rd "Spearhead" Armored Division
United States 634th Tank Destroyer Battalion
United States 635th Tank Destroyer Battalion
United States 745th Tank Battalion
Display
Balance:



Overall balance chart for PaLe014
Total
Side 1 0
Draw 0
Side 2 4
Overall Rating, 4 votes
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Panzer Lehr
Historicity Historical
Date 1944-07-26
Start Time 11:30
Turn Count 20
Visibility Day
Counters 159
Net Morale 0
Net Initiative 1
Maps 3: 10, 4, 5
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 188
AAR Bounty 165
Total Plays 4
Total AARs 2
Battle Types
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 Maps + Counters
Eastern Front Maps
Elsenborn Ridge Counters
Panzer Lehr Base Game
Introduction

Although the Germans stymied Operation Cobra at the point of attack on the previous day by determined defense, they had been hurt far worse than most Americans realized. One man who understood the situation was General "Lighting Joe" Collins who looked past the gloom and doom reports from his spearhead units and sensed victory. It was a good thing for the Allies that he controlled the armored reserve, because he sent them forward early on the 26th even the planned battlefield conditions for their employment had not been met.

Conclusion

Before going forward, Colonel Truman D. Boudinot gathered his commanders together and grimly informed them, "We're going to make a breakout ... even if means the elimination of CCB." Things started well as the 18th Infantry Regiment passed through the 9th Infantry Division without a hitch. That was the last good news Colonel Boudinot received that day. The rest of his command struggled just to reach the front. Later, a massive air strike failed to suppress the defenders at Marigny, and they bloodily repulsed all CCB efforts to dislodge them.

In the midst of the confusion and killing, Sergeant E. A. Struble and his crew lay helpless in a field after their tank was destroyed. A persistent machine gunner turned back all German efforts to reach them. In an ironic twist, unbeknownst to either man, his twin brother Elmer was firing that machine gun.

Additional Notes

Use a Heer unit for the SS Tiger tank, or use an SS Tiger from Beyond Normandy, Black SS, Kursk South Flank, Road to Berlin, or Sinister Forces.


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)
  • 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
  • Mechanized
Heer
  • Mechanized
  • Motorized
Luftwaffe
Schutzstaffel
  • Mechanized
United States Order of Battle
Army
  • Motorized

Display Errata (8)

8 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 39

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

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 424

The reduced direct fire value of the SS HMG is 5-5 in Beyond Normandy and Road to Berlin.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 408

The Units in Beyond Normandy were misprinted with a movement factor of 5. The movement factor should be 8.

(rerathbun on 2012 Mar 21)
Overall balance chart for 408

Liberation 1944's counters are mislabeled 'PzIVF2.' The counter's ratings are correct (Armor 5, Move 8, DF 11-6, AT 6-8).

(rerathbun on 2014 Feb 14)
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)

Display AARs (2)

Combat Command B Strikes
Author rerathbun
Method Solo
Victor United States
Play Date 2013-03-05
Language English
Scenario PaLe014

As this scenario (like all Panzer Lehr scenarios) includes hidden units, I used a 'scripted' approach to account for them. I laid out a rough plan for the American advance before setting up the German units, then set up the Americans and followed the plan until running into the hidden units.

The Americans set up within two hexes of Montreuil (the northern town), where the elements of the Panzer Lehr division set up. The German artillery set up hidden on the hill south of town awaiting the American tanks. One anti-tank gun and the StuG platoon set up in hidden in the field just southwest of town.

The Americans used their artillery and tanks to soften up the town defenses for about 45 minutes and then moved into the assault. It took three hours, but the 18th Regiment completely cleared the town.

In the meantime, Task Force Roysden and Task Force Lovelady bypassed the town and headed for Marigny (the southern town). They lost several platoons of Stuarts and armored cars, plus two platoons of APCs carrying infantry, to the hidden anti-tank guns. The rest of CCB pulled back into cover and the German guns and StuGs were suppressed and then destroyed by artillery and aircraft, with the remnants being mopped up by the infantry.

Most of Task Force Roysden was still intact and moved quickly to Marigny, accompanied by the Shermans from Task Force Lovelady. They got there just before the SS, which was late in arriving. The Americans got into the town through the weak opposition from the Luftwaffe troops. They enjoyed some good initiative rolls and kept the pressure on the defenders, but still found the going tough against the SS reinforcements. At the end, the Americans controlled two town hexes and contested another two.

The Americans controlled most of the road and all of the northern town. They also won the battle of attrition, 55 to 44 steps, for an American Major Victory

0 Comments
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The Lenten Campaign
Author Tankodactyl (Germany)
Method VASSAL
Victor United States
Participants treadasaurusrex
Play Date 2023-03-28
Language English
Scenario PaLe014

Been playing this one with the Treadasaurus since Ash Wednesday. Not sure how many online sessions, but at least 5. Learned a lot about maneuver against strongpoints and the need to destroy as many AT guns as possible with artillery or close assaults. Drew crummy leaders, and my opponent drew very good ones. Threw many (lost count) combat 7-die rolls, in one heck of a tough fight, eventually got clobbered by the Americans in what was a solid US victory. Lost more than 60 steps as the German commander, to about 38 for the US side. Could not keep up with the American armored attacks. We played with the smoke, excess initiative, consolidation and extended assault rules. This is a complex, but good one for shared play.

1 Comment
2023-03-28 19:12

A challenging online opponent and a better man. Came to PG with a inherent dislike of all AT weapons like the proper son of an Armored officer and an American hero. We're lucky to have you among the Beer & Jolly Foils Company membership in Southern Arizona.

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