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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Maus Hunt
Secret Weapons #14
(Defender) Germany vs United States (Attacker)
Formations Involved
Germany 272nd Volksgrenadier Division
Germany 520th Heavy Panzer Battalion
United States 2nd "Hell on Wheels" Armored Division
Display
Balance:



Overall balance chart for SeWp014
Total
Side 1 0
Draw 1
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Secret Weapons
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
Road Control
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Terrain Mods
Scenario Requirements & Playability
Battle of the Bulge Maps + Counters
Elsenborn Ridge Maps + Counters
Iron Curtain Counters
Secret Weapons Base Game
Introduction

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

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.


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
  • 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).

Display Order of Battle

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

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 (1)

Secret Weapons, scenario #14: Maus Hunt
Author JayTownsend
Method Solo
Victor Draw
Play Date 2011-06-04
Language English
Scenario SeWp014

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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