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Army Group South Ukraine #6 - Consternation Road to Berlin #73 - She-Wolves of the SS
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Line Infantry
Airborne - Remastered #28
(Defender) Germany vs United States (Attacker)
Formations Involved
Germany 352nd Infantry Division
United States 101st "Screaming Eagles" Airborne Division
United States 327th Glider Infantry Regiment
United States Army
Display
Balance:



Overall balance chart for AirR028
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
3
Scenario Rank: --- of 913
Parent Game Airborne - Remastered
Historicity Historical
Date 1944-06-12
Start Time 13:15
Turn Count 12
Visibility Day
Counters 27
Net Morale 0
Net Initiative 1
Maps 1: 13
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 147
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Inflict Enemy Casualties
Road Control
Urban Assault
Conditions
Hidden Units
Off-board Artillery
Scenario Requirements & Playability
Airborne - Remastered Base Game
Elsenborn Ridge Counters
Fall of France 1 Counters
Introduction

Southeast of Carentan the 327th Glider Infantry Regiment, less 3rd Battalion and Company G, faced west and launched an attack on the German-held village of Le Mesnil in an attempt to clear the relatively open ground to the east of the city. All of the American airborne formations stayed in the line longer than planned due to tenacious German defense. The Americans showed they could be pretty tenacious themselves.

Conclusion

The advance went well until late in the day when heavy German artillery firing over open sights halted the glider infantrymen. The Americans would not stay halted for long, however. A day later, more energetic attacks drove the Germans back.

Additional Notes

Fall of France only required for German 105mm. It is also available in six other boxed games. Map is available in Airborne, Airborne-IE, Airborne Remastered (print edition) or the Woods & Hills accessory. This scenario is completely playable with Airborne or Airborne-IE components. When drawing "LT" counters for the Americans, place all 1st and 2nd Lt counters in the container and draw randomly.


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
  • Motorized
United States Order of Battle
Army
  • Mechanized

Display Errata (3)

3 Errata Items
Overall balance chart for 2

Two 105mms (ID#s 1204, 1205) have "16-31" fire values in black (direct fire), when they should be in white (indirect fire).

(Shad on 2010 Dec 15)
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 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(Shad on 2010 Dec 15)

Display AARs (1)

Close Quarters
Author Matt W
Method Solo
Victor Germany
Play Date 2012-04-17
Language English
Scenario AirR028

Opportunity Fire is particularly nasty as the opposing forces try to get into assault positions. The Airborne map, cut up by hedgerows is particulary suited to provoking nasty Op Fire. With only 12 turns to gain control of two town hexes the Americans cannot wait for their substantial artillery to have an impact on the Germans, especially given the relatively high morale of the Germans to begin with (8/6) and the ability of the Germans to recover. So the Americans tried a bum rush on the town and were greeted with a 7 step loss, plus 1 tank step loss in two turns, leading to a German victory. Interestingly, the only reason the Germans won was that one German step remained a hold out in one town at the end of turn 12.

So a very close game but one which is hard to evaluate due to the extrememly high loss levels on both sides. I give it a "3" but a less outlying result from a fire and assault standpoint is far more likely than the experience I had.

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