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!
Manhay Subdued
Winter Soldiers #20
(Attacker) Germany vs United States (Attacker)
Formations Involved
Germany 2nd SS "Das Reich" Division
United States 517th Separate Parachute Infantry Regiment
United States 7th "Lucky Seventh" Armored Division
Display
Balance:



Overall balance chart for WiSo020
Total
Side 1 4
Draw 2
Side 2 3
Overall Rating, 8 votes
5
4
3
2
1
3.38
Scenario Rank: 498 of 913
Parent Game Winter Soldiers
Historicity Historical
Date 1944-12-26
Start Time 02:15
Turn Count 10
Visibility Night
Counters 34
Net Morale 0
Net Initiative 1
Maps 2: 24, 25
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 136
AAR Bounty 165
Total Plays 9
Total AARs 2
Battle Types
Urban Assault
Conditions
Off-board Artillery
Reinforcements
Scenario Requirements & Playability
Elsenborn Ridge Maps + Counters
Winter Soldiers Base Game
Introduction

In order to secure Manhay General Matthew Ridgway released the 3rd Battalion of the 517th Separate Parachute Regiment from the corps reserve. A "Time on Target" fire mission on Manhay was to be carried out by eight artillery battalions. Finally a few of the surviving Shermans of the 7th Armored Division were to support the paratroopers. This time the SS would be crushed by overwhelming firepower.

Conclusion

The paratroopers took Manhay by storm, then dug in and drove back numerous small counterattacks and infiltration attempts. Things which had looked so promising for the Germans just a few days ago had turned sour; 2nd SS Panzer Division HQ ordered a fallback position south of Manhay prepared.


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
Schutzstaffel
  • Mechanized
United States Order of Battle
Airborne
Army
  • Mechanized

Display Errata (3)

3 Errata Items
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 408

The Units in Beyond Normandy were misprinted with a movement factor of 5. The movement factor should be 8.

(rerathbun on 2012 Mar 21)
Overall balance chart for 408

Liberation 1944's counters are mislabeled 'PzIVF2.' The counter's ratings are correct (Armor 5, Move 8, DF 11-6, AT 6-8).

(rerathbun on 2014 Feb 14)

Display AARs (2)

Dancing in the Dark
Author thomaso827
Method Solo
Victor United States
Play Date 2015-12-26
Language English
Scenario WiSo020

The Germans are holding the town of Manhay with 5 steps of SS grenadiers, an HMG platoon and 2 mortars with a Captain, 2 LTs and a Sergeant, with reinforcements of 1 Pz IVH platoon and 1 Grenadier platoon lead by another LT. US Paras strike in strength with 7 Para infantry platoons, 2 HMGs, 3 mortars, 2 Shermans, lead by a Major, 2 Captains and 3 LTs and have OBA of 3 18 factors, to the Germans single 16. Night with a visibility of 1 hex means everything getting in close and risking enemy fire and OBA friendly fire in this short 10-turn fight. The US start on the hill on board 25 and have to cross the open fields to engage the town. The SS were set up with a Gren and HMG in the forward town hex 0909 with an LT, 2 Grens and an LT in 0810, a single Gren and a Sgt in 0808, the Mortars in 0709 and the Captain in the middle of town at 0809 where he could direct everything as needed and take charge of any of his units personally if needed. The US split into 2 elements to encircle the town while the Shermans moved down the roads and stopped just outside of town to start firing into the town in hopes of killing something and moving in to take a hex. The flanking forces moved in and engaged quickly in assault with mixed results. Initially, the Shermans joined a Para platoon to take the 0909 hex easily, and paras assaultede 0808 and eliminated the platoon there, but the troops in 0810 held on and gave more than they took, even though they lost their leader in just a few turns. The surviving Sergeant moved accross town and took over leading the 0810 troops, assisting a full platoon and a reduced platoon and holding out to the end, inflicting morale failures to the US attackers turn after turn but doing little permanent damage. On the other side of town, with one mortar platoon lost, the other one held on to the bitter end. The final reinforcement arrival came on turn 10, with the Grens mounted on the tanks making a dash down the road to try to take an unoccupied town hex. The US Major with 2 Paras got in a good op fire shot as they went by and eliminated the grens, but the tanks made it into the town hex. In the end, the US controlled more town hexes than the Germans, but the Germans still held enough to prevent a Major US victory. 10 steps of German casualties to only 1 US, but there were more demoralized US troops milling around in the dark than German. Great game.

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Paras cum noctural troglodytes
Author Poor Yorek
Method Solo
Victor United States
Play Date 2012-03-09
Language English
Scenario WiSo020

A short, small, and quick scenario (trying to get my sergeant's stripes before Spring Break is over). US paratroopers assault an SS-held town. Scenario is entirely at night; the town is rubble: thus, sighting range is 1; DF & BF attacks reduced; and units must use entirely of movement to enter a town/rubble hex.

Thus, "softening up" of the entrenched SS was difficult, but to hold a majority of town hexes, German units were set-up only one per hex. The US tried a two-pronged attack from east and west (armor here). The usual vagaries of opportunity fire; US M4 platoons disrupted by a single gren; but finally US weight of force attains the day. The PzIVH arrives on turn four, shoots up a step of M4; then gets bogged in an assault (what, didn't see those noctural troglodyte paras in the square next door?).

By game end, US held four town hexes, contested one. Germans held two, contested one. US minor victory.

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