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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Make Haste!
Panzer Lehr #20
(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 PaLe020
Total
Side 1 0
Draw 2
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
2
Scenario Rank: --- of 940
Parent Game Panzer Lehr
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
Exit the Battle Area
Inflict Enemy Casualties
Road Control
Urban Assault
Conditions
Hidden Units
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Smoke
Scenario Requirements & Playability
Elsenborn Ridge Counters
Fall of France 1 Maps
Panzer Lehr Base Game
Introduction

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

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

The scenario calls for the use of German SS leaders from Elsenborn Ridge.


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
Heer
  • Motorized
United States Order of Battle
Army
  • Motorized

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)

Display AARs (1)

But it makes waste...
Author Matt W
Method Solo
Victor Draw
Play Date 2014-07-04
Language English
Scenario PaLe020

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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