Panzer Grenadier Battles on April 27th:
Arctic Front Deluxe #40 - Children's Crusade Broken Axis #14 - Târgu Frumos: The Second Battle Scenario 3: Sledge Hammer of the Proletariat
Army Group South Ukraine #6 - Consternation Road to Berlin #73 - She-Wolves of the SS
Errors? Omissions? Report them!
Meet Maurice Rose
Black SS #1
(Attacker) Germany vs United States (Attacker)
Formations Involved
Germany 17th SS "Gotz von Berlichingen" Panzergrenadier Division
Germany 6th "Green Devils" Fallschirmjäger Regiment
United States 101st "Screaming Eagles" Airborne Division
United States 70th Tank Battalion
Display
Balance:



Overall balance chart for BlSS001
Total
Side 1 2
Draw 0
Side 2 1
Overall Rating, 3 votes
5
4
3
2
1
2.67
Scenario Rank: --- of 913
Parent Game Black SS
Historicity Historical
Date 1944-06-13
Start Time 06:45
Turn Count 18
Visibility Day
Counters 218
Net Morale 0
Net Initiative 1
Maps 3: 27, 31, 32
Layout Dimensions 129 x 28 cm
51 x 11 in
Play Bounty 192
AAR Bounty 165
Total Plays 3
Total AARs 2
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Battle of the Bulge Counters
Black SS Base Game
Cassino '44 Counters
Elsenborn Ridge Counters
Fall of France 1 Maps
Introduction

The liberation of Carentan by the Screaming Eagles resulted in a wild celebration. The wine flowed freely and the young ladies were accommodating, but then the Germans rudely interrupted the gaiety by launching a counterattack. Forced to return to their duties, the paratroopers dealt with the inconvenience and the Germans spent the rest of the night searching their ranks for a force capable of splitting the thinly held boundary between American VIII and XIX Corps. They finally settled on the inexperienced SS Gotz von Berlichingen Division, supported by the battle hardened 6th Fallschirmjager Regiment.

Conclusion

When the enemy attacked the Screaming Eagles counterattacked and separated the grenadiers from their supporting armor. This caused the inexperienced SS troopers to mill around in confusion, but when General Maurice Rose arrived he was anything but confused. Attacking from the march his troops destroyed almost two-thirds of the 17th SS Division's combat power in a few hours.

Additional Notes

Use American leaders from Elsenborn Ridge and the Luftwaffe leaders from Cassino '44. Playable without using the black SS counters.

German army are substitute for the SS and Luftwaffe trucks in the physical game.


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
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
  • Self-Propelled Artillery: do not provide the +1 Assault bonus, even if closed-top (SB)
  • 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
Luftwaffe
  • Motorized
  • Towed
Schutzstaffel
  • Motorized
  • Towed
United States Order of Battle
Airborne
Army
  • Motorized
  • Towed

Display Errata (3)

3 Errata Items
Overall balance chart for 39

Reduce strength direct fire value be came 5-5 in Army at Dawn.

(plloyd1010 on 2015 Jul 31)
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)
Overall balance chart for 445

Liberation 1944's StuG IV armor and movement ratings are misprinted. They should be Armor 5 and Movement 8.

(rerathbun on 2014 Feb 14)

Display AARs (2)

Read the bloody VCs
Author waynebaumber
Method Solo
Victor Germany
Play Date 2015-03-18
Language English
Scenario BlSS001

Played in two sessions, this scenario has a large mixed PARA/SS force attacking initially a line of US PARA soon to be supported by M4s M3s and more INF/PARA platoons. The US plan was simple a fall back defense to the major town and then hold, no need to attack as you get 25VP I there are no German units on the eastern board town, easy win. Well no because the German's get 3VP for each town hex captured on the middle board, and there are 9 hexes so therefore 27VP, meaning of course that victory is going on step losses. The game played out much a thee US player wished initially German losses were heavy and the US PARA fell back in good order. The German juggernaut slowly gained momentum and US losses began to rise, the US reinforcements arrived and in a bold bid 3 M4 platoon supported by 2 M10 platoon advanced to take on just 2 German STUG platoons who were spearheading the assault. Utter carnage then ensued as the STUG's destroyed 12 M4's and 2 M10's without loss. The US retreat was still a controlled withdrawal (however this was when I counted up the VPs gained so far and realized that the US would lose unless they could take back some village hexes. A hasty counter attack was launched by the American forces which was beaten back with ease and even more casualties for the PARA's and the US commander conceded on the penultimate turn. Here is a classic case of getting lost in the heat of battle and not properly reading the VC's. As a solo game nothing lost but time. This battle is a very compact affair with the frontage of only 1 board leaving little option for any sexy flank attacks. I am not sure if this is a particularly good scenario however will need to be played again to confirm this view.

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When Stugs ruled the Earth
Author PG-Tank Dude
Method Solo
Victor Germany
Play Date 2011-03-30
Language English
Scenario BlSS001

Black SS #1 Meet Maurice Rose

Turns: 18 (starting at 0645hr)

Victory Conditions: American - Kill Germans, Maintain control of Town hex's Germans - Kill Americans, Gain control of Town hex's

Set-up: Stacks and stacks of SS Troops, along with their armor units, and Luftwaffe Paratroopers mass on the Eastern edge in preparation to roll over the handful of 101st Paratroopers along with some armor. The Screaming Eagles hold the towns, but for how long?

Turns 1 & 2: The SS and Luftwaffe move forward. They intend to quickly envelope the town to keep any reinforcements from aiding the Airborne units inside. German OBA draws first blood, destroying an AT-Gun and half an HMG unit. Airborne retaliates by demoralizing some SS Tank Riders. The SS, maneuvering around the edges of town, while the Luftwaffe make their way towards the town with their ENG and FLM units. A Stug IV targets and destroys 4 steps worth of M5's and the Airborne obtains two step losses against the German Paratroops.

Turns 3 & 4: Town assaults begin with numerous casualties on both sides. Airborne troops are able to regain a town hex with the help of their own ENG's. SS troops and tanks easily gain control of the hill Southeast of town as they race towards the town further east. Germans are at 14 step losses to the Allies 17.

Turn 5: The first turn to roll for Allied reinforcements and a 6 is rolled. Over a dozen M4's rumble their way on board with several truckloads of support troops. The LW 75/41 is able to take out a step of M5's and a pair of Stugs rollover a pair of mortar units. Germans are still at 14 to 21 Steps lost.

Turns 6 - 13: The last of the M5's is destroyed by the LW 75/41 and a pair of Stugs roll into the small town on the South edge of town, destroying 2 more mortar units. Several assaults are going on in town while the remaining Stugs get ready for the armor battle. By end of Turn 11, 4 steps worth of Stugs are ablaze (2 from INF assault) to 17 steps worth of M4's and M10's. Those Stugs were opening up the allied tanks like Pepsi cans! German step losses at 47 to 75.

Turns 14 - 17: The Allied reinforcements realize they are not going to get to the main town with any significant force, so opt to throw everything they have left at the two smaller towns. With the 2 Stugs and a LW unit wreaking havoc from the Southern town beside the hill, nothing is strong enough to get the upper hand, and 2 more steps of M4's get their tops popped! The smaller town to the North is ablaze with assaults inside and outside of town, with neither side getting the upper hand. Germans step losses at 64 to 99.

Turn 18: The final assault on the Southern town manages to destroy a Stug with Infantry Anti-Tank Weapons. Too little too late, with all the allied troops involved in that assault becoming demoralized or disrupted. The Germans attempt to dislodge the two remaining half-steps of Airborne troops from the large town which they started Turn 1 in, but are unable to do so. Germans step losses at 70 to 106.

Victory Points: Allies get 25 points for no Germans in town hex's on board 32 and +2 points per town hex they control on board 31. Germans get +3 per town hex's under their control on board 31.

Total Victory Points: Germans at 118vp's Allies at 97vp's = German Minor Victory.

Conclusion: I'm going to have to give this a 1 out of 5 for Solo play because its such a narrow playing field and 210 counters (not counting DEM & DIS). If the 3 maps were setup widthwise instead of lengthwise, a more intelligent battle may be attained. With the Allied reinforcements coming on board at the first opportunity guaranteed that the majority of the battle would be fought on the Western half of Board 31. So half of a 11x17 map board and 200+ counters, it got a little tedious. Counter Towers were abundant. If the Allied Reinforcements were delayed at least two more turns, the battlefield would have elongated to include map 32 and a more satisfying scenario.

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