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
Errors? Omissions? Report them!
Bois Des Corbeaux
Winter Soldiers #28
(Attacker) Germany vs United States (Defender)
Formations Involved
Germany 12th SS “Hitler Jugend” Panzer Division
United States 101st "Screaming Eagles" Airborne Division
United States 501st Parachute Infantry Regiment
Display
Balance:



Overall balance chart for WiSo028
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 1 vote
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Winter Soldiers
Historicity Historical
Date 1945-01-03
Start Time 12:45
Turn Count 18
Visibility Day
Counters 98
Net Morale 0
Net Initiative 0
Maps 1: 25, 9
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 161
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Hill Control
Inflict Enemy Casualties
Road Control
Conditions
Off-board Artillery
Severe Weather
Scenario Requirements & Playability
Battle of the Bulge Maps
Elsenborn Ridge Maps + Counters
Winter Soldiers Base Game
Introduction

Near midmorning on the 3rd the 501st Parachute Infantry Regiment entered the southern reaches of the Bois Des Corbeaux (misidentified as the Bois Jacques in contemporary accounts) and started to clear them. This was the first step in the Americans securing Foy and the northern approaches to Bastogne. Things went better than planned until SS Panzergrenadier Regiment 26 launched a full scale attack.

Conclusion

Upon commencement of the SS attack, the paratroopers immediately called Task Force O'Hara which was operating in the area. Due to various delays en route, not the least of which was the snowcovered terrain, by the time the task force arrived the paratroopers had yielded substantial ground. The armor helped stabilize the new position, and later under cover of night, the paratroopers moved to positions just south of the woods.

Additional Notes

SS transport counters are available as a free download from Avalanche Press. If not using these or other SS transport from other games, players should use regular German army transport as substitutes.


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).
  • 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)

Display Order of Battle

Germany Order of Battle
Schutzstaffel
  • Mechanized
  • Motorized
United States Order of Battle
Airborne
  • Towed
Army

Display Errata (1)

1 Errata Item
Overall balance chart for 424

The reduced direct fire value of the SS HMG is 5-5 in Beyond Normandy and Road to Berlin.

(plloyd1010 on 2015 Jul 31)

Display AARs (1)

The Devil Went Down to Bois Des Corbeaux
Author Poor Yorek
Method Solo
Victor United States
Play Date 2013-12-28
Language English
Scenario WiSo028

End Result: Minor American Victory (US + 7)

Given the slowed movement due to weather and the US VT-fused OBA, the German advance from the south was split into two elements, the larger to the west and a smaller (with the HMGs) to the east. Both were goose stepping for all they were worth to get into the light woods terrain. The Board 25 elements were split into three elements holding various high ground of the large board 25 hill (worth 10 VPs).

The US had four HMG+INF pairs on the east of board 9 in clear terrain (two elements dug-in on the road, the other two on the 40-m feature). This placement (1) denied road control; (2) forced German units into clear terrain to achieve approach/assault; and provided excellent spotting. As the German eastern attack group infiltrated the light woods, one of those US pairs pivoted NE. This resulted in something of a "Mexican stand-off" between 4xGREN + 2xHMG for the SS vs. the 4xPARA + 4xPARA for the US. Btw, this section of the US was lead by Captain America 11-2-1 facing off against Hauptsturmfuhrer Ieativanforbreakfast 11-1-1.

The western German attack group had to run about 3 turns of US OBA to make it fully into the woods. Here's where the title comes in. Presumably, a sharp-eyed US spotter could distinguish the shoulder boards of an SS obersturmbannfuhrer (10-1-2) and in go 3x42-col OBAs in succession on the same hex (16-col + 3). Get this: US rolls '6' three times in succession (hence the AAR title). On turn three, though, the US draws heavy blood - bottom line is three GREN steps lost + a DEM GREN and Scharfuhrer before the SS finally makes it into the cover of the large woods.

Meanwhile, the US pushed 4xPARAs up to attempt an infiltration of the board 25 hill. After some slow movement, eventually the SS managed to defeat/repel this element at some cost to itself (but see below).

US reinforcements arrive on turn 9. By now, the western German force is engaging the western blocking/holding force on the road and pivoting to approach the US crossroads element. The 75mm was placed to cover the road. It gets off one shot for a hit on an M3 bearing an INF unit (3 VPs) thinking this "sure thing" was better than the lesser chance at a Sherman. US OBA deals with the now spotted AT gun.

So to make a long story short, the US was able to push (some of) the reinforcements up into board 25 to join up with the surviving initial units and re-enter hill terrain to deny the Germans the 10 VPs for keeping that clear. Meanwhile, the US was not pushed off the road holding both the eastern section with the US western group eliminated and the central group engaged and in trouble (but they held that section long enough to get the armor through). Thus, is was the ability of the US to hold (or failure of the Germans to block) the NS road which allowed the US to deny the Germans the crucial 10 VPs for maintaining the Board 25 hill clear.

The problem for the Germans, of course, is that there is no quick, easy way to block that road. Doing so in open terrain invites death from above. In retrospect, I should have had that western German force move north then immediately NE (through the woods) to engage the center (and allow the western US force to attack in the flank)which would then have made it much more difficult for the US relieving force to push through northwards. Of course, it should be noted that it takes about ten turns for the Germans to get to the crossroads (at a minimum) if they hike through the woods. To be honest, when I started the scenario, I really thought that the US reinforcements were likely to be needed to regain or retain the board 9 E/W road.

So a tactically challenging scenario.

3 Comments
2013-12-28 15:42

Hey, have you been left home alone at Christmas with all these plays ? Which git forgot to pack Dad in the car for the family get together !!

(edited 2013-12-28 16:22)

^ More to the point is that TheDoctor is away for a week and, being an academic, I have some time off during the holiday. Thus, between 0900-1700 is rather open for PG play (even at my deliberate pace). Then, the wife puts me to work making dinner.

So, yes, I've not played in quite some time, but circumstances now permit. Of course, next year we likely shall become "empty nesters" with TheDoctor going away to University, so ... well, I was going to tell Matt and Driddle to "watch out," but that was too absurd even for hyperbole.

2013-12-28 16:33

Matt and Driddle are automatons. They are not human. Do not take that upon yourself ... For you're own sanity man !

You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!
Page generated in 0.322 seconds.