Panzer Grenadier Battles on October 24th:
Afrika 1944 #22 - PAKfront Leyte '44 #12 - Flying Wedge
Fronte Russo #9 - Potemkin Village Leyte '44 #13 - Failure at Buri Airfield
Red & White #28 - Bastion
Errors? Omissions? Report them!
Pouppeville
Airborne #4
(Defender) Germany vs United States (Attacker)
Formations Involved
Germany 795th Infantry (Georgian) Battalion
United States 501st Parachute Infantry Regiment
Display
Balance:



Overall balance chart for Airb004
Total
Side 1 3
Draw 3
Side 2 2
Overall Rating, 8 votes
5
4
3
2
1
3.25
Scenario Rank: 675 of 1093
Parent Game Airborne
Historicity Historical
Date 1944-06-06
Start Time 08:30
Turn Count 16
Visibility Day
Counters 11
Net Morale 1
Net Initiative 1
Maps 1: 13
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 114
AAR Bounty 152
Total Plays 8
Total AARs 4
Duplicates AirI003, AirR007
Battle Types
Bridge Control
Conditions
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Airborne Base Game
Introduction

In the first daylight hours of the 6th of June, Major General Maxwell Taylor knew little of his division's whereabouts and had only a few men under his command. Regardless of the small number of men available he knew the designated objectives had to be taken. Accordingly at 0600 Lt. Colonel Julian Ewell set out for the southernmost UTAH Beach exit, his mission to secure the western end of the causeway at the village of Pouppeville.

Conclusion

By noon Ewell's platoon had fought its way into the center of town. At this point the Germans, most of whom were Russian "volunteers," surrendered. Ewell's force had suffered 6 killed and 12 wounded out of approximately 60 and had killed or captured 63 "Germans."


Display Order of Battle

Germany Order of Battle
Heer
  • Foot
  • Misc
United States Order of Battle
Airborne

Display Errata (3)

3 Errata Items
Overall balance chart for 527

Strongpoints are single step units and can be eliminated with X results like any other single step unit.

(Shad on 2010 Dec 15)
Overall balance chart for 527

The standard mix of strongpoints may be downloaded from Avalanche Press:

http://www.avalanchepress.com/German_Strongpoints.php

This is the standard mix found in Airborne, Airborne-IE, and Edelweiss Expanded. The strongpoint mix in Cassino '44 is different from that of other PG games.

(plloyd1010 on 2012 Feb 01)
Overall balance chart for 527 Strongpoints are affected by the terrain in their hex just like any other unit. Even though they can't move, they can attack using Assault Combat if an enemy unit moves into their hex. They may not dig in or benefit from entrenchments.
(rerathbun on 2014 Apr 21)

Display AARs (4)

Quick decision at Pouppeville
Author rerathbun
Method Solo
Victor United States
Play Date 2014-04-08
Language English
Scenario Airb004

A quick scenario -- I played it twice in one sitting.

On the first play, the Americans got a good leader draw (10-1-1 and 9-1-1), the Germans not so much (8-0-1 on the leader beginning on the board).

The grenadiers moved up to dig in alongside the forward strongpoint as the paras dashed up the road from the east. Opportunity fire failed to slow the Americans and they established themselves in the town adjacent to the strongpoint. They traded fire until the Americans took out the 3-4 strongpoint and demoralized the grenadiers.

The grenadiers fled over the causeway, closely pursued by the Americans. When the strongpoint in the objective town proved to be empty, the German rout continued out of the town. The Americans chased them down and annihilated the defenders in an assault.

On the second play, the Germans got a better strongpoint draw. When the Americans again eliminated the forward 3-4 strongpoint with Direct Fire, the grenadiers retired in good order and joined a 4-4 strongpoint in the town at the west end of the causeway. The paras managed to reach the town without loss, but were forced to assault at a disadvantage in order to take the objective. They lost a step in the assault, and the scenario ended with the victory hex still contested. A draw.

In most small scenarios, balance depends a lot on the draw. That's even more true for this one since strongpoint draw can affect it as much or more than the leader draw. Fortunately, you can play this one several times in one evening with different draws and different strategies. Looking at this one, there is still one thing I haven't tried with the Germans . . .

0 Comments
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Poopyville
Author Umikaze
Method Solo
Victor Draw
Play Date 2025-11-16
Language English
Scenario Airb004

The U.S. paras braved enemy fire to rush the first strongpoint, which quickly fell. The paras then paused in 0409 to prevent German reinforcements from arriving. The second (Pouppeville) strongpoint turned out to be unoccupied, and the paras rushed the town. Several rounds of assault proved inconclusive, however, with no losses for either side.

An odd, yet interesting little scenario. There's not much strategy involved; it's mainly a test of intestinal fortitude for the U.S. player as he'll need to rush through enemy opportunity fire, plus spend at least a turn in the open 0409 hex to prevent the Germans from reinforcing.

The scenario instructions need to be errata'd -- Turn 10 is not the 1130 turn (it's 10:45). I played it as Turn 10.

0 Comments
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Dice are a Bitch
Author geofgibson
Method Solo
Victor Germany
Play Date 2025-09-28
Language English
Scenario Airb004

This was another good learning experience. The strategy seemed straightforward. Go right for the East side strongpoint, eliminate it, go to the West side, win. What could be easier, right? Well, first lesson. When you only have a unit and a half to accomplish the task, keep them together. The Americans decided to split up and one unit take the strongpoint and the other assault the German infantry in the town next to the strongpoint. A 3 rolled on the first assault defense and that step loss caused a disaster. OK. Regroup and head to the West side. The Americans wanted to occupy the East strong point so the German reinforcements wouldn't appear, but that shipped had sailed. Now the Germans caught up with all their infantry and the assault combat started agin. This time the Americans benefited from rolling a 3 and the Germans took the step loss. What was amazing was the number of 3s and 4s rolled during assault combat and then the number of low recovery rolls that allowed the disrupted units to get back to full strength. The Americans were lucky enough to wipe out three steps between combat and compound morale failures, but the 3s kept coming until their last step was killed. So, strategy for the next time. I think there is still potential to take the East strongpoint and hold until the reinforcement turn so they don't show up, then run for the West side and hope to eliminate it before the clock runs out. That might not be possible. The best bet might be to hit the swamp, get to the West side, take it, and then hold out till the clock runs out. Fighting off the reinforced German infantry might be hard, but not impossible. Guess I'll have to play it out both ways and see.

1 Comment
2025-09-30 11:26

I can sympathize, both for myself and one of my current opponents, battlecarrysabot. I was, and perhaps still am, doomed to another drubbing by a consummate professional. The a good shot, with an exceptional dice roll, killer her commander. Now I have a chance.

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Took longer to write the AAR
Author dricher
Method Solo
Victor Draw
Play Date 2014-03-08
Language English
Scenario Airb004

This scenario is pretty straightforward. Americans spotted the stronghold in 0409, noted it was not empty, and moved to approach on the town side. The grens moved into the town, failed to impact the American paras with opp fire, and the Americans jumped them in the town. The grens demoralized right away, and fled to 0412 as fast as they could run. The Americans moved on the strongpoint (turn 9) and assaulted to prevent German reinforcements. The 3-4 stronghold held out for an inordinate amount of time as the Americans could not inflict a step loss and it kept passing morale checks. The Americans finally eliminated it, but had the HMG and Col disrupt in the meantime. The grens couldn't pass a recovery check (to disrupted) until the Americans were entering 0412 (the 4-4 strongpoint failed to affect with opfire), and in the resultant assault combat the Americans lost one step while only managing to disrupt the defenders. Game ended on time with both sides heavily disrupted and still contending over the victory hex.

Until the step loss, the Americans never lost a column on the assault hex. Not a lot of decisions in this; must occupy 0409 on turn 10 or face overwhelming German force, must assault to get anything done. Germans can be a bit aggressive with grens when they have occupied strongpoints, and just keep falling back. If the strongpoints were empty, the Americans would have rolled the grens up. With two occupied strongpoints the Americans just lacked enough strength. Too much randomness with two strongpoints totaling 67% of starting German strength.

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