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
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Marvie
Battle of the Bulge #28
(Attacker) Germany vs United States (Defender)
Formations Involved
Germany 130th "Lehr" Panzer Regiment
Germany 901st "Lehr" Panzergrenadier Regiment
United States 10th "Tiger" Armored Division
United States 327th Glider Infantry Regiment
Display
Balance:



Overall balance chart for BaBu028
Total
Side 1 8
Draw 1
Side 2 6
Overall Rating, 14 votes
5
4
3
2
1
3.64
Scenario Rank: 344 of 1093
Parent Game Battle of the Bulge
Historicity Historical
Date 1944-12-23
Start Time 17:00
Turn Count 18
Visibility Night
Counters 93
Net Morale 0
Net Initiative 0
Maps 2: 10, 11
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 87
AAR Bounty 163
Total Plays 15
Total AARs 2
Battle Types
Urban Assault
Conditions
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Battle of the Bulge Base Game
Introduction

After being rebuffed in their initial attempts to take the town of Marvie, southeast of Bastogne, on the 19th, Oberst Paul von Hauser's 901st Panzer Grenadier Regiment again attacked on the 23rd. The Americans had strengthened the defenses as well and the 2nd Battalion, 327 Glider Regiment had joined CCB, 10th Armored Division.

Conclusion

The Germans were able to reach the edge of town, but with only a few platoons. The tanks of 130th Panzer Regiment were shot up by the American Shermans and could not reach the town. Again the Americans had held and the Germans were looking for another position to attack. Another way into the defensive positions around Bastogne would have to be found.


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
  • Tank Destroyer: 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).
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.

Display Order of Battle

Germany Order of Battle
Heer
  • Motorized
  • Towed
United States Order of Battle
Army
  • Motorized
  • Towed

Display Errata (6)

6 Errata Items
Scen 28

Replace the German "SPW250/9" unit with a "Sdkfz 234/2".

(campsawyer on 2010 Apr 29)
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 41

All SS PzIVH tanks should have a movement of 8.

(Shad on 2010 Dec 15)
Overall balance chart for 63

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

(Shad on 2010 Dec 15)
Overall balance chart for 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)
Overall balance chart for 25

The M18 has a special rule in Battle of the Bulge but it applies globally: "A two-step M18 unit can fire one anti-tank shot and move half its movement allowance (retain fractions) in a single impulse. The order in which it does these two actions is the player's choice."

(Shad on 2010 Dec 15)

Display AARs (2)

Why yes, I have played Panzer Grenadier face-to-face, a long time ago...
Author patman (United States)
Method Face to Face
Victor Germany
Participants unknown
Play Date 2003-12-28
Language English
Scenario BaBu028

After having the words "no shared plays" stare me in the face on my home page, I realized that I should probably document my main face-to-face experience with Panzer Grenadier, back in 2003 at Christmastime. For Christmas 2002 I had gotten a friend of mine Airborne, and he said "but I like tanks!", so the following Christmas I got him Battle of the Bulge, and we played my favorite scenario from that box, Marvie. He took the presence of the smoke rules to mean he could use them whenever he wanted, even though they strictly speaking should only have been used by special scenario rule (at that point in time, at least; I think 4th Ed. changes this to allow a little smoke in any scenario with mortars/artillery). Anyway, he smoked his way as the Germans right up to the edge of the town, depriving me of my chance to whittle his forces down on the approach, and ran away with the scenario. So yeah, I let him get away with one, but to my chagrin he was acting a little too proud of his mad general skillz!

Now it occurs to me that I must have played an Airborne scenario with him back in Dec. 2002, but I'll be darned if I can remember a thing about it. Time for the Wayback Machine...

0 Comments
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Is it really Marvie ?
Author leonard (United States)
Method Face to Face
Victor Draw
Participants unknown
Play Date 2025-04-05
Language English
Scenario BaBu028

A rather strange scenario. If you know something about the battle of the Bulge, you will be surprised when playing this scenario. The designer made really strange choices. First, all light woods and woods are deleted and turned into clear terrain... We are not in the Belgian Ardennes anymore : it is full North African desert ! Second, he deleted all the hills! A flat desert, I tell you. Third, he added a new village south of Marvie and control of that one is important in the victory conditions. Fourth, the US glider troops are turned into infantry instead of being paratroopers and there are far more US halftracks than in the real action. In reality, Marvie is a small village (500 m) located on a slope south of the important Arlon-Bastogne highway. Down the hill, south of the village, there's a creek running west-east with a small bridge. More south, there's a wooded hill from where the German tanks attacked. As far as the actual German attack is concerned, it was impossible for them to attack during the day because of the US aircraft. The Germans had to wait for the night to attack. That's where the scenario is again wrong. Victory conditions are all wrong, as well. Instead of trying to control the northern village only (Marvie) and probably exit the board on the north edge, the Germans have to fight for two villages and as soon as they have gained enough points refrain from attacking futher. All wrong. But how does it play ?

It was actually interesting. The Germans won the first initiative and immediately invaded the southern village. Thereafter, the Germans attacked the lonely one-hex town west of Marvie and quickly got control of it. At that point there was a thunderstorm (random events) that reduced visibility but lasted only one turn. At that moment, the number of VPS accumulated gave a slight advantage to the Germans so that he did not need to attack anymore ! So, the US player (that's me !) decided to turn into the attacker. Shermans and M18s counterattacked the PzIVs and the US infantry (no, no, not paratroopers...) assaulted the Germans in the desert to regain an access to the lonely town in the west. And from both sides heavy artillery was hitting hard into the melee. The assault killed some PzIVs but stalled in the infantry fight. Since night finally came, The US player sent tanks and infantry carried by halftracks or trucks into a stategic movement to get to the southern town and contest some town hexes there. It was a wild and strange melee where the attacker became defender and inversely. The luck part and hot dice rolling became overwhelming overtaking all tactical decisions. It was fun and interesting to play thanks to the change of initiative that were enforced but historical and design failures led us to stop the fight and declare a draw. By the way, draw is only possible if both players reach exactly the same VP total which is crazy since you might lose/win the scenario by a single little point.

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