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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Bitter Woods
Secret Weapons #31
(Defender) Germany vs United States (Attacker)
Formations Involved
United States 26th "Yankee" Infantry Division
United States 762nd Tank Battalion
Display
Balance:



Overall balance chart for SeWp031
Total
Side 1 1
Draw 0
Side 2 1
Overall Rating, 2 votes
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Secret Weapons
Historicity Alt-History
Date 1945-06-01
Start Time 06:00
Turn Count 18
Visibility Day
Counters 64
Net Morale 1
Net Initiative 1
Maps 2: 10, 11
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 151
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Inflict Enemy Casualties
Road Control
Urban Assault
Conditions
Off-board Artillery
Scenario Requirements & Playability
Battle of the Bulge Maps + Counters
Iron Curtain Counters
Road to Berlin Counters
Secret Weapons Base Game
Introduction

The anti-tank missile has been a major component of world armories for many decades now, with emphasis on its low cost and portability. But while some proclaimed that it had made the tank obsolete, that prophecy has not come to pass. Even so, the missile gave infantry a far more effective counter to the tank than a vodka bottle filled with gasoline.

Conclusion

Even before the anti-tank guided missile arrived, unguided rockets had begun to even the balance between tanks and infantry. The missile was the obvious next technological step, and it has remained a vital part of arsenals around the world ever since.


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)
  • Tank: all are closed-top and provide the +1 Assault bonus, when applicable

Display Order of Battle

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

Display AARs (1)

Secret Weapons, scenario #31: Bitter Woods
Author JayTownsend
Method Solo
Victor United States
Play Date 2012-02-28
Language English
Scenario SeWp031

Ok back to Secret Weapons and small AAR, as I wanted to tryout the X7 Missile unit/counters. In this scenario the Americans must take and hold, all the east-west road and all the town hexes adjacent to it without losing too many steps. The Germans defend with their Naval Troops and those X7 units. The Americans have twice the Infantry, three engineers and armor, tons of off-board artillery and a spotting helicopter which will be put to good use.

The Germans setup defending the valuable victory objectives and the Americans enter with their Infantry units first, as not to expose their armor to those X7 units with a deadly 10-5 AT factor. The American Infantry have a huge advantage besides being over 2 to 1 in quantity, the have a DF of 6-3 compared to the German Marine units of 4-2, as they are certainly not American Marines. The American push forward and use that 3 x18 & 1 x 24 OBA which can include attacks with up to a bombardment factor of 60, which blows most stacks away even in town hexes eventually. The armor rolls in behind and finishes off any lose, demoralized and disrupted Germans stragglers.

It is one of the best offensive plans that workout, that I have had to this date I believe. The deadly X7 Missile units were not a factor, as they are worthless against Infantry and in assaults only one factor. They never even got to fire in fact. The Helicopters stayed just far enough away from the X7’s and the Armor stay out of range until the X7’s weren’t a factor and the German Infantry was simply rolled over for a Major American Victory. I believe the Americans only lost one or zero steps. I am not sure as I cleared the board before counting, so I believe it might have been zero steps lost for them but I am not 100% sure.

This is a perfect scenario to tryout your offensive combine arms attack skills! 18 turns so plan ahead an move forward, roll the dice well and it can be done!

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