Panzer Grenadier Battles on February 25th:
Desert Rats #8 - Cavalleria
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Battery Position at Holdy
Airborne #1
(Defender) Germany vs United States (Attacker)
Formations Involved
Germany 919th Infantry Regiment
United States 4th "Ivy" Infantry Division
United States 502nd Parachute Infantry Regiment
United States 506th Parachute Infantry Regiment

Overall balance chart for Airb001
Side 1 4
Draw 5
Side 2 2
Overall Rating, 12 votes
Scenario Rank: 434 of 609
Parent Game Airborne
Historicity Historical
Date 1944-06-06
Start Time 10:00
Turn Count 18
Visibility Day
Counters 25
Net Morale 0
Net Initiative 1
Maps 1: 13
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 125
AAR Bounty 143
Total Plays 11
Total AARs 4
Battle Types
Kill Them All
Surprise Attack
Urban Assault
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Airborne maps + counters

Southwest of UTAH Beach exits 1 and 2, a dug-in battery of four German guns protected by a squad of infantry menaced the landing zone. A weak company of German troops stood nearby in the town of Ste. Marie-du-Mont. As the scattered troops of the 506th Parachute Regiment slowly collected, ad hoc groups set out to take the regiment's D-Day objectives. The German battery stood high on the list.


The German garrison put up surprisingly tough resistance, but a steady stream of American reinforcements allowed the paratroopers to make repeated attacks. By early afternoon the guns had been captured and the town of Ste. du Mont taken. With the inland side of the beach exit cleared, the 4th "Ivy" Division could begin its advance inland.

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
  • Towed
United States Order of Battle
  • Foot
  • 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 54

The movement allowance on the counters in Airborne is misprinted. It should be "3."

(rerathbun on 2012 Jan 30)

Display AARs (4)

Band of brothers
Author Bluebell88A
Method Solo
Victor Draw
Play Date 2013-04-09
Language English
Scenario Airb001

(17th April 2013 update: "Other points" added at the bottom)

Figuring that this scenario was similar to Episode 2 of the "Band of Brothers" mini-series, and that it wasn’t likely to go as well as First Lt Winters and his paras managed to do, I tried to set the German forces up to give the attack on the 105mm unit a better chance of success. By putting it in 0706, the PARAs could advance using the cover of the wood 0708 into the pre-assault hex 0707.

The HMG, GREN and LT were dug in at 0704 to provide OP FIRE along the road to the west; and the 51mm, wagon and CAPT were dug in at 0703 with LOS along that road. My aim was to hold these units back to defend the Victory Condition villages in 0604 and 0803, accept that the 105mm was going to be lost, and try to get at least 3 American step losses for a draw if not a victory (4 or more American step losses).

On with the game: the PARAs advanced from the marsh through the wood and got knocked about by OP FIRE when getting into 0707, where they also took incoming mortar rounds. One of the Captains hung back in 0708 and helped with morale checks. The first PARA assault went in on GT5, and the 105mm was eventually knocked out on GT9; the by then reduced GREN became demoralized and fled along with their LT.

I reckon that’s a fair bit slower than in the BoB programme, but Winters’ men achieved complete surprise. In this game scenario the Germans not only had OP FIRE and mortar opportunities, but also got first fire when the PARA assault went in across the hedgerow at the edge of the wood. Having said that, I am sure that German reinforcements would have piled into the assault hex rather than sit it out by the villages waiting for the next phase of the battle (the priority would have been to stop the troops on the beaches – so defend the guns that were capable of firing on them).

As an aside, because the initial assault was delayed whilst the PARAs and their leaders got themselves sorted out, the Germans got their wagon unit into the 105mm’s hex and loaded up, but the horses became spooked before they could drag the guns away and they had to unload.

The Germans split their surviving units between the 2 villages, and awaited the onslaught. By the time that the PARAs had formed up to the south of the village in 0803, the INF and M4 reinforcements were ready to take on the village in 0604. Without bothering to soften up the defendants (time was tight), both groups stormed adjacent to the villages. Sheer weight of numbers meant that sufficient manpower survived OP FIRE from the defenders to smash their way in on the assaults. It was all over in 0803 at the end of GT17; but the Germans clung on in 0604, with a disrupted 51mm and demoralized LT still there at the end of GT18.

Game result: draw.

Even if the dice gods had been kinder to the Americans and they had evicted the 51mm, the PARAs had lost a third step so it would still have been a draw. The Germans came close to winning, only needing to inflict one more American step loss. The scenario turned out a lot closer than I had expected.

Other points:

The PARAs lost 2 steps dealing with the Germans in the first assault hex.

The 105mm fired BF at the PARAs in the pre-assault hex 0707 at point blank range (adjacent hex) – surely it should have been some sort of DF; and if the guns had been in revetted positions pointing north towards the beaches, would they have had an arc of fire towards the west where the PARAs launched their assault from?

I am still not sure about wagons being able to cross hedgerows.

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First solo play--war is easy
Author deleted
Method Solo
Victor United States
Play Date 2012-03-09
Language English
Scenario Airb001

Well, after a few months of struggling solo to learn the game, I settled into the first scenario for "real" after many aborted attempts due to rules fiascos bad enough to stop the game. Playing solo, I chose to focus on being the Americans with the Germans doing what I felt was the best choice in each turn to stop me. The Germans, of course had this uncanny way of knowing what I was about to do, and so I presumed this would hamper me. It did not. I mowed these to dug-in sets of German Grenadiers and guns faster than I can mow my back yard. I began by waiting until my first support team dropped and then we proceeded toward the first town, using the hedgerows as God's own shield. Ordering all to hold fire, I anticipated that the Germans would not move until they spotted me, (in the scenario rules) and so we were able to close nicely before dropping our pants. Within a few turns, we had assaulted them and the first town was ours. Thanks to some really lucky shots from us and some poor leadership on the German side (their Lt. in the first town had the morale of a platypus) we ran them through in time for dinner, with the second town falling soon after. I am so happy that war is this easy and I am sure that when I return from France I will be seen as a hero. I am on top of the world!

(Obviously, I interjected some humor here. My point is that if I was in this battle, it was so misleadingliy easy (thanks to some wonderful dice rolling and I'm sure a misread rule or two) that my imaginary soldiers think they can take on Hitler by themselves. When learning a game solo, it is very easy to get bogged down looking up rules, and this was the first time in the 4 months I have had this game (my first wargame) that I have enjoyed the journey. I intend to replay the scenario again and focus on the Germans, maybe even allowing them a patrol or not digging them in to note the different results.)

1 Comment
2012-03-12 19:35

I really enjoy your writing style, and hope you share many more AARs with us, chaserussett! Be sure to check out our Annotated Rules if you haven't already found them. :-)

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Darn Near
Author Matt W
Method Solo
Victor Draw
Play Date 2012-07-11
Language English
Scenario Airb001

Having recently acquired the first edition of Airborne, (now I have three) I wanted to christen it. It took it on a business trip and the first scenario is one that I have played in Airborn-IE but, if you've got three Airbornes you gotta play 'em right?

In this one the Airborne units have to capture two town hexes and eliminate a 105 battery and its supporting Grenadier company. The Germans can't move until they see you and substantial reinformcing units come on for the Americans several times in the game. I kept my paratroopers hidden until the first reinforcements came on the board and then quickly closed for assault combat.

The Americans had some initial success but then the assaults bogged down as the Germans made morale roll after morale roll. One town hex was captured but the second held out until the Shermans made it to the scene and they rolled through the town. On the very last turn the paratroopers caused the last step loss to the German Grenadiers supporting the battery but the battery made its M2 check and therefore a draw was the result.

A typical Airborne scenario with a lot of assaulting on low columns to hope to get some compound morale failures. The ability of the Germans (with an 8/7 morale) to withstand this made the draw possible. It was nearly an American win. I give it a "3". Fun enough but small and uncomplicated. A good starting scenario.

2012-07-11 21:39

Good manly replay..if you have all 3 versions (introductory is now rare and expensive) you need to play them all. Did you get the first printing with the mounted board 13?

2012-07-12 11:31

And of course, you now have the only Market-Garden scenarios thus far published for Panzer Grenadier:-}

2012-07-15 22:51

Yes, I am sitting right next to the mounted 13 right now! It took some time to get these but with beast013's help in his recent sale I was able to pick up 4 of the older versions that I was missing. At this point, all I am missing is Lions of Finland which is stunningly rare...

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Boring for Germans...
Author dricher (13)
Method Face to Face
Victor Germany
Participants CricketHawk
Play Date 2005-12-15
Language English
Scenario Airb001

An interesting puzzle, but one better played solitaire than as a two player since one player had almost nothing to do. German movement was not allowed until an American unit was spotted, which took about 10 out of 18 turns. Then there weren’t many choices for the German to make. So, here’s my tongue in cheek description from Scenario 1: Battery Position at Holdy from PG: Airborne.

Hans: Hey, Fritz!

Fritz: Yeah, Hans?

Hans: What do you think all those booms that we keep hearing are?

Fritz: It’s nothing. Don’t worry about it. Have another cigarette.

Hans: Hey, Fritz!

Fritz: Yeah, Hans?

Hans: What about all those airplanes overhead?

Fritz: Ya know, there sure are a lot of them. Probably nothing, though. Have some more Schnapps.

Hans: Hey, Fritz!

Fritz: Yeah, Hans?

Hans: What about all those things that look like parachutes?

Fritz: Probably practicing dropping an airborne company. No big deal. Have some more wurst.

Hans: Hey, Fritz!

Fritz: Yeah, Hans?

Hans: Don’t those guys coming over the hedgerow look like Americans?

Fritz: Now you mention it, yeah, they do. HEY, FIRE THE BIG GUNS!!!

[BOOM (outgoing)]

[RAT-A-TAT-TAT (incoming)]

Hans: Well, so much for the big guns.

Fritz: Yeah, maybe we should get into town.

[RAT-A-TAT-TAT (incoming)]

[RAT-A-TAT-TAT (incoming)]

[RAT-A-TAT-TAT (outgoing)]

[RAT-A-TAT-TAT (incoming)]

[RAT-A-TAT-TAT (incoming)]

[RAT-A-TAT-TAT (incoming)]

[RAT-A-TAT-TAT (outgoing)]

[RAT-A-TAT-TAT (incoming)]

[RAT-A-TAT-TAT (incoming)]

[RAT-A-TAT-TAT (incoming)]

[RAT-A-TAT-TAT (outgoing)]

[RAT-A-TAT-TAT (incoming)]

[RAT-A-TAT-TAT (incoming)]

Hans: Hey, Fritz!

Fritz: Yeah, Hans?

Hans: Don’t those look like American tanks?

Fritz: Yeah, good thing we’re in town.


Hans: Hey, Fritz!

Fritz: Yeah, Hans?

Hans: Now that we’re completely surrounded, is this starting to look bad?

Fritz: Normally I’d say yes, but since we’ve still got the town after 18 turns I think we won.

Hans: So the war is over and we can go home?

Fritz: No, we’re pretty well doomed, but we’ve thrown their timetable into disarray. Maybe we’ll go to a prisoner of war camp.

Hans: Isn’t that bad?

Fritz: Not completely. We could have been captured by the Brits and been forced to eat their food…

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