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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A Day Late
Roer River Battles #10
(Defender) Germany vs United States (Attacker)
Formations Involved
Germany 275th Infantry Division
Germany 344th Volksgrenadier Division
United States 4th "Ivy" Infantry Division
Display
Balance:



Overall balance chart for RoRB010
Total
Side 1 3
Draw 1
Side 2 1
Overall Rating, 6 votes
5
4
3
2
1
3.83
Scenario Rank: 168 of 940
Parent Game Roer River Battles
Historicity Historical
Date 1944-11-20
Start Time 08:45
Turn Count 18
Visibility Day
Counters 66
Net Morale 0
Net Initiative 1
Maps 2: 10, 9
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 155
AAR Bounty 159
Total Plays 5
Total AARs 3
Battle Types
Urban Assault
Conditions
Entrenchments
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Battle of the Bulge Maps + Counters
Cassino '44 Counters
Roer River Battles Base Game
Introduction

The American attack on Grosshau was aborted on the 19th, and when they finally launched it on the 20th they found the Germans had not been idle during the wait.

Conclusion

Spearheaded by armor, the veteran German 275th Infantry Division counterattacked the Americans as soon as they broke into the clear. With only bazookas to combat the assault guns, half of G Company would became casualties including all the officers. First Battalion fared better against the newly arriving Volksgrenadiers, taking Hill 136 before fighting off a counterattack. They spent the rest of the day clearing half-trained, dispirited German soldiers north of the road from their bunkers.


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).
  • 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

Display Order of Battle

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

Display Errata (5)

5 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 527

Strongpoints are single step units and can be eliminated with X results like any other single step unit.

(Shad on 2010 Dec 15)
Overall balance chart for 527

The standard mix of strongpoints may be downloaded from Avalanche Press:

http://www.avalanchepress.com/German_Strongpoints.php

This is the standard mix found in Airborne, Airborne-IE, and Edelweiss Expanded. The strongpoint mix in Cassino '44 is different from that of other PG games.

(plloyd1010 on 2012 Feb 01)
Overall balance chart for 527 Strongpoints are affected by the terrain in their hex just like any other unit. Even though they can't move, they can attack using Assault Combat if an enemy unit moves into their hex. They may not dig in or benefit from entrenchments.
(rerathbun on 2014 Apr 21)
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 (3)

But Not a Dollar Short
Author Poor Yorek
Method Solo
Victor United States
Play Date 2014-03-11
Language English
Scenario RoRB010

No MUD; only terrain modifications are the lack of 40-m hill lines and the N/S road of B9 is treated as a trail. US objectives are: control of all hill terrain on B9, but particularly Hill 139 (the NE hill of B9); control of Grosshau (B10 town); and control of the entire E/W road. VG morale is particularly weak at 7/5, but the Heer units (holding Grosshau are 8/6. US is 8/6.

German Set-Up:

344th VG: 2xGREN B9/0714; 2xGREN B9/1003; 2xGREN B9/1107; HMG+75mm B9/1207; 2x81mm B10/1114; SP 9-4 B9/1105; SP 3-4 B10/1011; SP 5-4 B10/1106 275th INF: 2xGREN B10/0809; GREN + HMG B10/0808; StuGIIIG + GREN B10/0709. Note: The 275th drew the 9-0-2 hauptmann and the 10-1-2 leutnant. This will be particularly significant in the end game approach/assault phase.

US Attack Plan:

6xINF move eastwards along the “southern” third of the board. Objectives are to clear VG units on B9 and converge on Grosshau (town on B10) from the south.

Remaining units attack eastwards along and to either side of the E/W road. Two companies of INF vector NE to attack the B9 NE hill area (major objective) whilst the remainder, including most of the HMG and ENG continue due eastward adding supportive fire/units to attack VG units holding the southern part of Hill 136.

Play:

The southern prong began well for the US 4th INF. OBA disrupted both GREN platoons on the first attack allowing close approach whilst the VGs recovered. German return artillery fire combined with a German initiative win results in two demoralized US platoons (the units in the center of the US approach – thus effectively separating the northern and southern platoons. Grim-faced GIs began close assault with the VGs using the woods to their advantage. It was not until Turn 7 that the US had cleared these two troublesome platoons. They began their march eastwards, but in fragmented order as it was until Turn 9 that the last platoons had recovered to good order. Glory did await one of these platoons, however (see below).

The center attack moved ahead to the two boards edge where they encountered StuGs and a GREN platoon of the Heer that had moved forward westwards out of Grosshau. The first few shots from this blocking force caused demoralizations and disruptions, but otherwise did no serious harm other than forcing the US to take the time to fan out and try to encircle to avoid the DF/OF. Meanwhile, units from this group also aided attacks northwards, particularly vs. the AT gun/HMG.

Likewise the force sent NE found success against the strongest German strongpoint and GREN units holding the northern hill areas. Without recording specifically blow-by-blow, the US really fared well here despite German advantages in being dug-in. In particular, Turn 7 saw multiple VG casualties from X-results; compound demoralizations; and OF vs. fleeing units.

By Turn 11, the US controlled B9 and was forming attacks north and down the B10 trail (taking out the 81mm mortars as they went); moving eastward along the E/W road following up on the retreating assault guns and (now) reduced GREN. Likewise, the southern units were marching across with the lead units now engaged by the strongpoint guarding that area. At this point, German step losses = 19, US step losses = 5. Grosshau, however, was another kettle of fish.

How does one describe this frenetic and wild battle? Several strong US OBA strikes (M2’s) were shrugged off by the determined Heer who hunkered down, grim-faced in their home village. The infantry held the front, the StuGs the crossroads. German OBA dialed in and lead to two further step losses and several morale failures.

Just as determined, US Ivy Division soldiers and engineers braved horrid small arms fire to approach the outskirts of the town; literally a sea of olive surrounded all but the western buildings. The US must reduce three assaults in five turns.

Versus StuGIII’s: OF from the assault guns kept US approach (from the southern attack axis group) at bay for a turn or two until out of sheer desperation, Captain 10-1-1 (Distinguished Service Cross) lead a single platoon into assault simply in the hopes of tying down the German machines. With bazooka’s blazing, the US rolls a ‘12’ on the AT fire destroying four or five of the StuGs. The Germans did not go down without a fight, disrupting both the captain and his platoon. Fortunately, friendly units moved in for support.

Versus the 2xGREN (9-0-2 hauptmann): three separate assaults by US HMG + INF failed to break this fully; eventual addition of an ENG and a lucky shot, killing the valiant Heer company commander, had this hex cleared on Turn 16.

Versus the HMG+GREN (10-1-2 leutnant). US bodies piled up as platoon after platoon was shuffled in fresh to the attack. It came down to Turn 18, with the unfazed, but exhausted leutnant and a good order reduced HMG facing a 30-col US assault roll (net = +1 for leader+morale+ENG-2forTown). Had the US rolled a ‘1’ for an M2 result, the US would most likely not have made ANY victory condition given the high German morale. A roll of ‘3’ however, eliminates the last resistance in Grosshau and the US claims a Major Victory. The Germans earned a minor victory for their valiant defense, but the US advance into Germany would continue.

German Step Losses: 33

US Step Losses: 12

US morale at End: 8 units demoralized; 6 units disrupted (there wasn't much left in good order).

In retrospect, I should have pushed the board center (along the E/W road) attack earlier in order to put pressure against the town sooner. I think the success against the VGs on Hill 136 lulled me a bit regarding the attack against Grosshau: certainly I had enough experience trying to flush out high morale SS from towns in Winter Soldiers and Black SS to know that even 6-7 turns is not much time to defeat such units save for a very lucky OBA or DF softening attack (or very poor morale rolls).

I gather than PLloyd will be playing this at some later date as part of his 4th Infantry Division series. I look forward to reading his and subsequent AARs. In this play, it was a nail-biter right down to the very last attack (roll) with basically “victory or defeat” hinging on its outcome. I also felt that the timing on this one was excellent: the US is very hard pressed, but it can be done.

0 Comments
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I could blame it on General Mud, but..
Author plloyd1010 (United States)
Method Face to Face
Victor Germany
Participants WightTiger
Play Date 2015-11-29
Language English
Scenario RoRB010

The scenario is a basic infantry attack under a time crunch. We played with our standard rules, but with the 4th edition charts and combat mods, and we incorporated a modified version of the BB random events.

The Germans were mostly deployed in the board on board 10 with an infantry road block on board 9. I cleared the road block quickly with some losses. That is when it started to rain, and it rained for 3 turns. That was quite important as the scenario is only 18 turns long and a town needed to be cleared.

The rain letup about when I got my road march organized. I quick moved on the town, when i got my own lucky event. Misunderstood orders caused the StuG IIIg to drive out of position. It came roaring back, but not before I was able to place my own infantry block to detour its return.

The real problem came with the assault on the town. While the time constraints were a problem, the issue became casualties. I lost at least steps to German firepower and assault combat. Those added to the earlier casualties clearing the road block took me over the step limit, giving my opponent a minor victory. With more time I might have been able to gain a major victory by clearing the town.

In the end there were more German bodies than American, but still too much American blood to clame a victory.

2 Comments
2015-11-29 22:31

2nd paragraph, how many steps lost?

2015-11-30 05:15

I lost 4 clearing the block, while killing 6. I lost 8 more in and around the town, while he lost 9 (including a step off the assault gun).

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When Sitting Still Is A Viable Option
Author KirkH
Method Solo
Victor Draw
Play Date 2011-11-14
Language English
Scenario RoRB010

A unique set of victory conditions meant the attacking Americans had to do two things to win the game; prevent the Germans from having any units on the small hill on board 9, and take the town on board ten. The Germans set up with the town heavily defended (with a 10-1-2 leader at the center) and the remainder of their units dispersed among the large western hill and the key small hill. The small board 9 hill also got two of the three pillboxes while the other sat on the large board 9 hill. The GI's entered from the west en masse and were barely slowed by the German defenses on the large hill. It was when they reached the clearing on the east side of the large hill that they ran into problems. In addition to the defenses the Germans had initially set up on the small hill, they had also moved a platoon of Hetzers to the top of it as well. The Americans moved toward the hill but took many losses due to accurate small arms and artillery fire. They assaulted the hill (including the Hetzer hex) and were eventually able to eliminate all German units, but it took quite a few turns and cost them a few more step losses. With five turns to go they had secured board 9, but the town on board 10 looked like an impregnable fortress. The Americans had the choice of charging the well defended town to try and take it in the five remaining turns or sit back and be happy with a draw. If they lost three more steps in the assault of the town they would lose the game so they decided discretion was the better part of valor and they stayed put. Not a bad scenario, but I don't like these types of victory conditions.

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