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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Hill 183
Panzer Lehr #16
(Defender) Germany vs United States (Attacker)
Formations Involved
Germany 130th "Lehr" Panzer Division
United States 2nd "Hell on Wheels" Armored Division
Display
Balance:



Overall balance chart for PaLe016
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 1 vote
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Panzer Lehr
Historicity Historical
Date 1944-07-27
Start Time 03:45
Turn Count 16
Visibility Day & Night
Counters 80
Net Morale 0
Net Initiative 1
Maps 2: 31, 33
Layout Dimensions 86 x 28 cm
34 x 11 in
Play Bounty 163
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Delaying Action
Exit the Battle Area
Hill Control
Inflict Enemy Casualties
Urban Assault
Conditions
Hidden Units
Minefields
Off-board Artillery
Reinforcements
Smoke
Illumination
Scenario Requirements & Playability
Elsenborn Ridge Counters
Fall of France 1 Maps
Panzer Lehr Base Game
Introduction

While the enemy controlled Hill 183 Combat Command A could not reach Le Mesnil-Herman in force. A small battle group had slipped by earlier but way too many Germans occupied the hill, which dominated the one good road, for larger forces to pass safely. Headquarters had attached the 22nd Infantry Regiment to CCA for just this eventuality. Long before dawn they launched their attack.

Conclusion

Night made it nearly impossible for the Americans to locate the well-disciplined defenders until they fired. The coming of daylight facilitated locating the defenders and taking appropriate action against them. Daylight also allowed the supporting armor to act more aggressively in cooperation with the infantry, since increased sighting range diminished the threat of a panzerfaust hit. Even with all these advantages it still took long past noon to secure Hill 183.


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

Display Errata (3)

3 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)

Display AARs (1)

Blown Away
Author Matt W
Method Solo
Victor United States
Play Date 2014-06-09
Language English
Scenario PaLe016

This scenario begins at night with a reinforced battalion and plenty of armor support for the Americans trying to pry away some hills from a battered battalion of Lehr troopers. I expect that most players will find the initial fight challenging as it is night and the avenues to get from the starting position for the Americans to the hills are either heavily wooded or will be filled with Lehr forces.

I set up the Germans with mines to screen out the board edges (and one AT gun to really punish any Shermans or Stuarts which decided to skip the main road) and expected to get an hour and a half or so of delay out of the roadblocks. This would get me closer in time to the arrival of the German reinforcements and set up a battle for the hills. With a very strong Lt. Col. for the Germans (a 2 morale modifier no less) I thought this would be a nasty, brutal series of assaults.

Wrong!

My Americans obviously had some night vision capability as the two roadblocks were completely destroyed within the first three turns and the armor was careening down the road into the lightly held hills. The Americans proceeded to wipe up the remnants of the German force with minimal casualties. The arriving reinforcements pitched in and did some damage but the Americans were able to focus their attention on the reinforcements and were able to turn the momentum back within 15 minutes or so.

This one will generally play quite differently for most players. It is a nice puzzle for the American player and the results will be much closer than this. I give it a "3" for the potential.

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