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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Hornet's Nest
Patton's Nightmare #8
(Attacker) United States vs Soviet Union (Defender)
Formations Involved
Soviet Union 1203rd Self Propelled Assault Artillery Regiment
Soviet Union 265th Rifle Division
United States 1st Ranger Battalion
Display
Balance:



Overall balance chart for PaNi008
Total
Side 1 0
Draw 0
Side 2 0
Overall Rating, 0 votes
5
4
3
2
1
0
Scenario Rank: of
Parent Game Patton's Nightmare
Historicity Alt-History
Date 1947-08-28
Start Time 13:00
Turn Count 20
Visibility Day
Counters 90
Net Morale 0
Net Initiative 3
Maps 2: 20, 23
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 224
AAR Bounty 227
Total Plays 0
Total AARs 0
Battle Types
Bridge Control
Inflict Enemy Casualties
Paradrops
Conditions
Randomly-drawn Aircraft
Reinforcements
Smoke
Scenario Requirements & Playability
Elsenborn Ridge Maps + Counters
Patton's Nightmare Base Game
Road to Berlin Maps + Counters
Introduction

The reconstituted 1st Ranger Battalion had been one of Patton's successes in the postwar period. The lads now had a nasty job to do. The advancing VI and XXI Corps were beating back the efforts of the Soviet 3rd Shock Army as they advanced ever nearer their goal: Berlin. To facilitate that advance, another pair of bridges had to be seized and held until the American armor could cross. The 1st Rangers had drawn the railroad bridge at Hamerton while the 505th Parachute Infantry Regiment drew the cushier bridge at Tangermunde two miles to the south. Besides having less cover and concealment near the bridge, the Hamerton bridge was closer to the 3rd Shock Army's HQ just outside Stenhal, a few miles to the west. They could only hope that all reserves had been sent to fight the 7th Army, otherwise it would be quite the hornet's nest. But as their motto says: "Rangers lead the way!"

Conclusion

The Rangers face a daunting task: to seize and hold their objective for five hours until the armored cavalry arrives. And the enemy has some armor and plenty of firepower. Hopefully these Rangers won't follow their predecessors' example and end up disbanded after dying nearly to a man.


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)
  • 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)
  • 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.

Display Order of Battle

Soviet Union Order of Battle
Army (RKKA)
  • Motorized
United States Order of Battle
Airborne
Army
  • Motorized

Display Errata (1)

1 Errata Item
Overall balance chart for 951

The reduced direct fire value in Kursk: Burning Tigers is 4-4.

(plloyd1010 on 2015 Jul 31)
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