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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In the Dark
Siegfried Line #6
(Defender) Germany vs United States (Attacker)
Formations Involved
Germany 3rd Panzergrenadier Division
United States 30th "Old Hickory" Infantry Division
Display
Balance:



Overall balance chart for SiLi006
Total
Side 1 0
Draw 0
Side 2 2
Overall Rating, 3 votes
5
4
3
2
1
3.67
Scenario Rank: --- of 940
Parent Game Siegfried Line
Historicity Historical
Date 1944-11-29
Start Time 04:30
Turn Count 12
Visibility Night
Counters 38
Net Morale 0
Net Initiative 1
Maps 2: 14, 3
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 148
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
River Crossing
Surprise Attack
Urban Assault
Conditions
Off-board Artillery
Scenario Requirements & Playability
Eastern Front Maps
Elsenborn Ridge Counters
Road to Berlin Maps
Siegfried Line Base Game
Introduction

The 30th Infantry Division's attack on Altdorf had been a failure. The Americans had been caught on the heights overlooking the village and forced to ground. With no cover available to mask their movements, it was decided a night attack was the only option.

Conclusion

In hopes of achieving surprise, the Americans advanced without the usual artillery barrage. But the fighting going on at Inden provided enough light for the Germans to spot the advancing Americans, so with their surprise gone the Americans simply stormed the town. In short order the Germans were driven across the Indie River.


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).
  • Prime Movers: Transports which only transport towed units and/or leaders (May not carry personnel units). May or may not be armored (armored models are open-top). All are mechanized. (SB)
  • Unarmored Weapon Carriers: These are unarmored halftracks (Bufla and Sk7/2) or fully-tracked vehicles (Karl siege mortar) with mounted weapons. All are mechanized, except the BM-13 (Katyusha rocket launcher mounted on a truck). They are weapon units, not AFV's, so they are never efficient and cannot be activated by tank leaders. (SB)

Display Order of Battle

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

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 543

The SK 7/2 appearing in 1940: Fall of France is actually a SK 6/2, but misprinted by APL. Hence it should be unarmored in that game. The SK 7/2, which appears in other games is correctly printed with an armor of 0.

(plloyd1010 on 2022 Apr 28)

Display AARs (1)

Don't Go Check the Mail
Author Poor Yorek (Germany)
Method Face to Face
Victor United States
Participants TheDoctor
Play Date 2014-11-28
Language English
Scenario SiLi006

Heer set up has a LT+ GREN + STUG in the woods to cover the road/spot/interdict; the 81mm in the woods interior; and the rest holding the village. US sends a company of INF to the south to attack the village in the rear whilst the remainder, including the 3xHMG attack due east along and slightly south of the road.

The first four turns go well for the 3rd PzGr troopers. Good rolling on modest attack cols resulted in five step losses to the US, including 2xHMG steps and 1xENG (and the 57mm AT).

After checking the mail (Get Rid of Cable and Don't Check the Mail) it appeared that the dice gremlins changed shift. US artillery DEM'd the GREN/LT with the StuG: the armor then attempts to make it back to the village to assist with the coming assaults. The US sends 4xINF (in two stacks) to cut off this move, but to do so survives a 22-col + 30-col DF on one stack; and a 22-col on the other. Nothing more than one DIS INF and two DIS leaders; but an LT + 2xINF assault the StuGs.

To assist, the Heer sends out an LT + GREN - sort of do-or-die moment. In the two assault attacks, the Heer rolls a '2' and a '1'; the US a pair of "5's" or a '5' and '6'.

At the same time, the US company flanking company along with OBA soften up (DEM) the platoon holding the rear of the village. So at this stage, the battle is effectively over. `

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