Maus Hunt Secret Weapons #14 |
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(Defender) Germany | vs | United States (Attacker) |
Formations Involved | ||
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Germany | 272nd Volksgrenadier Division | |
Germany | 520th Heavy Panzer Battalion | |
United States | 2nd "Hell on Wheels" Armored Division |
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Overall Rating, 1 vote |
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4
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Scenario Rank: --- of 940 |
Parent Game | Secret Weapons |
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Historicity | Alt-History |
Date | 1945-07-01 |
Start Time | 08:00 |
Turn Count | 24 |
Visibility | Day |
Counters | 113 |
Net Morale | 1 |
Net Initiative | 2 |
Maps | 3: 24, 25, 9 |
Layout Dimensions | 84 x 43 cm 33 x 17 in |
Play Bounty | 172 |
AAR Bounty | 171 |
Total Plays | 1 |
Total AARs | 1 |
Battle Types |
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Road Control |
Urban Assault |
Conditions |
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Off-board Artillery |
Randomly-drawn Aircraft |
Terrain Mods |
Scenario Requirements & Playability | |
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Battle of the Bulge | Maps + Counters |
Elsenborn Ridge | Maps + Counters |
Iron Curtain | Counters |
Secret Weapons | Base Game |
Introduction |
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The slow speed of the gigantic Maus tank would have made it difficult to fight enemy tanks in any role other than as a slightly mobile but heavily armored anti-tank gun. But on the defensive, it might have actually been useful. Not in any proportion to the resources expended, of course. |
Conclusion |
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Georges Clemenceau's observation that war is too important to be left to the generals has a great deal of truth behind it, but there are certainly times and places for dilettantes to step aside - including the design of weapons and vehicles. The Maus would have been a very expensive, though admittedly powerful, mobile anti-tank gun. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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2 Errata Items | |
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The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France. (plloyd1010
on 2015 Jul 31)
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The movement allowance on the counters in Airborne is misprinted. It should be "3." (rerathbun
on 2012 Jan 30)
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Secret Weapons, scenario #14: Maus Hunt | ||||||||||||
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Secret Weapons still has a lot of untapped scenarios I want to play and this one was no exception. The real challenge in this scenario is how to tackle those large dug-in Maus monster tanks? The Americans do have a large advantage in numbers for every type of unit to clear the east-road but still the Maus tanks are really tough, even for the US Pershing tanks. The first two turns went beautiful for the American, they brought the R4 Helicopter on the map to spot for all the American off board artillery to soften German Infantry & AT position before the American ground force emerge from the forest hexes to the west. The Americans also drew a P47 aircraft with a 2 AT dice roll factor and roll one 6 with the two attempts, thus eliminating one step of Maus right away, now only five to go. After turn two, the helicopter received direct fire that demoralized it, so I couldn’t spot for artillery anymore, so it was time to rush the massive American ground force at the bulk of the Germans force in the city hexes on map 24 and those remaining Maus tanks. The Maus tanks did a number on some of my armor but the next three turns I was able to take out 4 more steps of them with Pershing cross fire, assaults and just nice high AT rolls, the remain one slip back in the city to be destroyed later. But now the over looked X7 German Missiles had their turn, destroying a loaded M39 with Infantry & Leader, 2 steps of Pershing M26’s and 2 steps of M45’s. They were later taken care of by the massive ground force. The Americans achieved one of their objectives, of clearing the east-west road but the German achieved one of their victory objectives of eliminating 25 or more American steps. Both sides achieved a minor victory resulting in a Draw. Fun scenario to play with all the big toys, I must play so more of these scenarios. |
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