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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Better Than Most
Roer River Battles #3
(Defender) Germany vs United States (Attacker)
Formations Involved
Germany 12th Infantry Division
Germany 3rd Panzergrenadier Division
United States 1st "Big Red One" Infantry Division
United States 634th Tank Destroyer Battalion
United States 745th Tank Battalion
Display
Balance:



Overall balance chart for RoRB003
Total
Side 1 2
Draw 1
Side 2 1
Overall Rating, 4 votes
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Roer River Battles
Historicity Historical
Date 1944-11-16
Start Time 13:45
Turn Count 18
Visibility Day
Counters 46
Net Morale 0
Net Initiative 2
Maps 2: 23, 25
Layout Dimensions 86 x 28 cm
34 x 11 in
Play Bounty 151
AAR Bounty 165
Total Plays 4
Total AARs 2
Battle Types
Urban Assault
Conditions
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Cassino '44 Counters
Elsenborn Ridge Maps + Counters
Roer River Battles Base Game
Introduction

The 9th Infantry Division's 47th Infantry Regiment, temporarily attached to the 1st Infantry Division, was ordered to secure the town of Gressenich, and its men welcomed the opportunity to leave the rain-filled (or more recently snow-filled) foxholes in which they had lived for two months. After the bombers left, the Big Red One moved forward.

Conclusion

Five battalions of artillery pounded Gressenich to subdue the defenders while plentiful armor support aided the reinforced Big Red One. Even this might not have been enough if Task Force Lovelady's advance on Mausbach had not distracted the defenders. This allowed the Americans to enter the town where they had to overcome "good troops, better than most (we) had met" according to Lt. Col. James Allgood.


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
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)

Display Order of Battle

Germany Order of Battle
Heer
  • Mechanized
United States Order of Battle
Army
  • Mechanized

Display Errata (2)

2 Errata Items
Overall balance chart for 20

The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 54

The movement allowance on the counters in Airborne is misprinted. It should be "3."

(rerathbun on 2012 Jan 30)

Display AARs (2)

Better Than Most
Author ricer
Method Solo
Victor Germany
Play Date 2010-11-19
Language English
Scenario RoRB003

The mud and terrain had a significant effect on this scenario. The American infantry had to stick to the road because of the mud and wooded terrain, which the Germans exploited masterfully. They set up a series of roadblocks in the woods that slowed down the Americans. German artillery and mortars were then able to hit the Americans as the closed in. After pushing their way through the woods, the Americans did not have enough time to successfully take enough of the town hexes to achieve victory. Although frustrating for the Americans, I feel this scenario does portray the hard time they had moving and fighting in the Hurtgenwald.

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Road Rage: Get Outta da Road You Stupid Demoralized Reduced Grenadier
Author Poor Yorek
Method Solo
Victor Draw
Play Date 2014-02-09
Language English
Scenario RoRB003

UPDATE: please note that I undercounted the German lost steps by 1 (the 81mm mortar) which was sufficient to change the victory outcome from a minor German Victory to a Draw. The play and AAR were deleted and replaced to reflect his change.

With due respect to the Acrimonius Action Report thread currently going on the MB, this AAR will not capture all of the subtle twist and turns that this (in this play, at least) gem of a scenario presented.

Note:

(i)I played this scenario with the RoRB#1/IoG#26 visibility glide slope for darkness: this scenario runs from 1315 - 1800 with VIS at 1700 down to 6 etc.

(ii) Used Winter Soldiers post-harvest field rules (fields are not LT; do not block LoS; do affect movement as per the TEC).

Heer Set-UP: 2xGREN+LT in 0716. The 75mm + 81mm + GREN in the 3-hex village in the NW of B23. The Jagdpanzer IV and a GREN in 1008 (hill) and the remainder in the 5-hex town in the NE of B23. The 120-mm digs in on 0501.

US attack plan: having had some recent unpleasant experiences with chuffering down a road, the US decides to make a three pronged attack: (i) 4xINF along the west board edge & light woods of B23 with objective the 3-hex village; (ii) 6xING + M10 along the east board map and light woods of B23; objective the 5-hex village; (iii) 3xHMG + ENG + 2xM4 + 2x81mm along the road (which only begins on B23 due to scenario terrain mods).

Group (i): one INF gets DD'd early and left to its own devices (takes four turns to fully recover). The remaining company makes its way north and becomes the first Americans to engage as they exit the light woods and work through the frosty fields. Heer OF and an artillery strike or two keep another platoon at bay; two platoons get engaged in an assault; take the worst of it (step loss and DD - flee). In the end, it was only by the last two (now night) turns that the American force (including the platoon playing catch-up) can engage and kill the 75mm gun and finish off the 81mm mortar. US holds two town hexes with one contested. Should say here that the US OBA rolled half-a-dozen 6-8 rolls on the 30-col bombardment trying to kill that ATG.

Group (ii): They too suffer some delays with accurate 16-col bombardments (sighted by the spotting from 60-m tree tops on 0716). Eventually, they make their way by turn 12/13 to engage German defenses of the 5-hex town.

Group (iii): Wife's home ... tbc ...

The HMGs move their way north slowly with the M4s + ENG in advance. A strong artillery strike DD's two HMGs (with long term repercussions as these take a while to recover and occupy the one US leader with a morale bonus). The armor and ENG assault and put an end to the Heer road-block position, but one reduced and demoralized GREN step gets pushed back: so here's the title action. With heavy woods and reduced movement, the action proceeds -> US moves adjacent, Gren fails morale, backs up a hex (and is no longer spotted), US advances a hex and this repeats. It takes about 4-5 turns before this inching forward both clears the heavy woods and the GREN eventually recovers. Point being, that the M4's, the ENG, and the one HMG cannot get to the battle until quite late in the scenario; two HMG's never do.

The action at the five-hex town gets hot beginning at 1645 hours as the sun dips low in the sky. The German problem: the jagdpanzer IV would like to kill armor, but the Germans have more town hexes to cover than they have units. So is the tank destroyer's DF fire more of value than its fearsome AT value (coupled with an HMG)? The US have a similar issue: if they move up INF to try to assault and tie up the German armor, they face more dreadful OF. So ... the US risks the INF first approach, the Germans decide there's no point in killing US tanks if the town falls.

But, German OF is devastating (and a few good 16-col bombardments help) so the Germans decide to "switch" the jagdpanzer and a GREN, leaving a town hex free, but hopefully allowing the panzer to provide cover. The US decides to take advantage of the move by the German armor and swarm out of the light woods ... oh, that 75mm ATG is still in spotting range ... so, just wait two activations to avoid the -1 penalty for the US having moved ... when FOG of BLOODY WAR. Whiskey Tango Foxtrot (in German).

So great, the US gets initiative, the M10 kills the jadgpanzers and then the 75 kills (both steps) of the M10 (the 20mm gave a nice flank shot bonus with its 0-4 AT value). One M4 now combines with the ENG and one (last) good order US INF to assault the HMG+GREN whilst another M4 claims 2 unoccupied town hexes. The assault over the last two turns is mutually deadly, but the Heer do a bit better with morale and the hex remains contested.

Final Count:

Germany: 16 US steps + 2 towns (x2) = 20

America: 10 German steps + 4 towns (x2) = 18

Contested: 2 towns

Draw (Germans miss minor victory by 1 VP)

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