Make Haste! Panzer Lehr #20 |
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(Defender) Germany | vs | United States (Attacker) |
Formations Involved | ||
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Germany | 130th "Lehr" Panzer Division | |
United States | 2nd "Hell on Wheels" Armored Division |
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Overall Rating, 1 vote |
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2
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Scenario Rank: --- of 940 |
Parent Game | Panzer Lehr |
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Historicity | Historical |
Date | 1944-07-28 |
Start Time | 09:00 |
Turn Count | 14 |
Visibility | Day |
Counters | 112 |
Net Morale | 0 |
Net Initiative | 2 |
Maps | 2: 27, 33 |
Layout Dimensions | 86 x 28 cm 34 x 11 in |
Play Bounty | 171 |
AAR Bounty | 171 |
Total Plays | 2 |
Total AARs | 1 |
Battle Types |
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Exit the Battle Area |
Inflict Enemy Casualties |
Road Control |
Urban Assault |
Conditions |
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Hidden Units |
Off-board Artillery |
Randomly-drawn Aircraft |
Reinforcements |
Smoke |
Scenario Requirements & Playability | |
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Elsenborn Ridge | Counters |
Fall of France 1 | Maps |
Panzer Lehr | Base Game |
Introduction |
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After seeing his cavalry rebuffed in their effort to secure Villebaudon on the evening of the 27th, General Rose drew up plans for a concentrated effort. The men were able to catch some much-needed sleep while the commanders blearily pressed on wtih staff work. No one in the field knew the reason they pushed so hard to take Billebaudon, but top Allied brass knew through ULTRA intelligence that the approaching 116th "Greyhound" Panzer Division needed the village secured to strike CCA's open flank. |
Conclusion |
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The additional preparation and firepower paid off in spades. The Americans quickly liberated Villebaudon but the Germans persisted in launching numerous small counterattacks aimed at cutting CCA's tenuous supply lines. This, along with the knowledge of the forthcoming counterattack, had Third Army place CCA and 113th Cavalry Squadron under XIX Corps to simplify command and control for the coming battle. |
Additional Notes |
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The scenario calls for the use of German SS leaders from Elsenborn Ridge. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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4 Errata Items | |
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Counter is mislabeled, this is actually a 75/41. (rerathbun
on 2013 Mar 06)
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The morale and combat modifiers of German Sergeant #1614 should be "0", not "8". (Shad
on 2010 Dec 15)
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All SPW 251s have an armor value of 0. (Shad
on 2010 Dec 15)
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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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But it makes waste... |
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Two battalions of Americans, one armored infantry and one armored, take on a reinforced battalion of Lehr troopers in this one. The Americans have to cover one and a half long boards and at the end of the trip have to either try to take a town from the Germans, exit a ton of steps, or both. My Germans made a terrible setup mistake and left an avenue for the American armor to get into cover and move towards the exit with minimal loss. In addition, the reinforcements which are critical to the defense were very late in coming on, arriving on Turn 13 of 14. Despite these terrible mistakes the Germans were still able to capture a draw. This is a really tough one for the Americans as there is a ton of open space they need to traverse and the Germans are amply armed with both artillery and AT guns making the movement forward very dangerous. In addition the Germans manned a small village in an advanced position to both block the road and force the Americans to come out of cover to deal with the roadblock. The Americans found the hole in the German setup at roughly turn 6 and poured the armored battalion through the hole. The armored infantry dismounted and advanced towards the town but was somewhat delayed by three early FoW rolls. In any event the armor continued to move forward and dealt with a StG platoon that blocked them briefly. With a victory nearly in hand suddenly the German reinforcements (an armored infantry company with a company of PzIVhs) arrived and blocked much of the exit area. They were, however, dealt with by the American tanks and artillery, wiping out 2 steps of infantry with Op Fire and 2 steps of armor from point blank Sherman fire. The final score was 53-50 so the play was fine and exciting but really was the result of the poor setup and late arrival of the reinforcements. In any "normal" play I would expect a workmanlike victory for the Germans. I give it a "2" for the likely result as the Americans will be savaged as they advance and the time pressure is immense. |
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