Victory Results:
 100 %
Record a victory for BOTTOM ARMY  0 %
Total plays 1 - Last reported by pino on 2023-05-31 00:46:59

During the maiden combat mission of the 761st Tank Battalion — the Black Panthers — the American forces seek to secure a river crossing by occupying the town of Vic-sur-Seille. They must also clear the nearby mountains to stop the murderous mortar fire of the German 361st Engineer Battalion and the 953rd Grenadier Regiment.
On November 7, 1944, Company A of the Black Panthers along with infantry elements of the 26th Division formed Provisional Task Force A for the attack. It was the start of 183 days of continual operational deployment for the 761st.

This scenario is designed for 3 players.

 

  American German
Division 1

7 Sherman M4A1s

 

8 Squad Bases
- 14 Regular Infantry
- 6 Elite Infantry
- 2 Officers
- 2 Machine Gun Crews
- 3 Mortar Crews

1x Medic
3x Engineer
1x AntiTank
1x Concealed Concealed

Division 2

6 Squad Bases
- 21 Regular Infantry
- 1 Officer
- 1 Machine Gun Crew

2x Engineer

8 Squad Bases
- 26 Regular Infantry
- 2 Officers
- 1 Machine Gun Crew
- 1 Mortar Crew

2x AntiTank
1x Concealed Concealed

Strategy Decks Morale 1 Artillery 1
Command 1
Starting Strategy Cards - 2
Operations Cards - Tank Ace
- Clear Mines
- Clear Tank Traps
- No Surrender
- Shattered Morale
- Lay Razor Wire
Deployment Zone Div. 1: Any hexes on map 5A.
Div. 2: Any Ilexes on map 10A
Any hexes on maps 4A, 6A, 8A, and 213.
Starting Initiative Initiative Token  
Objective At the end of a round, the Americans win if they control both Victory Objective Markers. If one American player controls both Victory Objective Markers, only he is considered to be the winner. The Germans win if the Americans are unable to fulfill their objective by the end of round 8.
Rounds 8
Actions per turn 2 each 4
Reinforcements - -
Special Rules
  • There are two American players and one German player. Each American player commands one of the divisions and may only move and control the units listed for that division.
  • After the game begins, the two American players may not discuss their plans or actions for any round.
  • Each American player gets a maximum of two actions per round and may not share or transfer these actions to the other American player.
  • The two American players alternate who performs his actions first in a round. For example, if the commander of Division 1 moves or fires first in the American portion of round 1, then the commander of Division 2 would move or fire first in round 2.
  • The units of one American division may not combine fire with units of the other division.
  • The units of one American division may not support an assault action from the other division.
Terrain Features The Stream is Deep.
HINTS The two Americans players must coordinate what they plan to do before the first round because they may not do so once the game starts. The tanks should lead the way and hit targets in the buildings as quickly as possible. The Germans should deploy their mortars to cover the town and deploy anti-tank equipped squads to cover the river and woods on map 6A. They should use their engineers to make more entrenchments and wire obstacles.

 

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alecrespi replied the topic:
1 year 2 weeks ago
I'll post here a reference doc about  The Men That Served With Distinction "The 761st Tank Battalion" .

 
alecrespi replied the topic:
1 year 2 weeks ago
I completely agree with Pino.
German mortars can easily rout too many American squad bases without even fearing a single shot.

I suggest to remove the "Take Down the Beast" cards from the Morale deck (useless for the Americans).

IMHO this scenario could also be "compressed" in 4 map boards (and maybe lesser units) to be played in fewer rounds / faster.

Vlog file attached:
 

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File Name: 043_20230530.vlog
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pino replied the topic:
1 year 2 weeks ago
I played the "New Mission" Scenario with my friend Ale tonight.
At the end of turn 8 the result was a COMPLETE German victory (no American infantry units left on the board, 4 Sherman destroyed, 2 Sherman heavy damaged and 1 Sherman lightly damaged).
The Germans mortar units literally wipe out the American infantry units either with suppressive or normal fire while the 3 German antitank units hidden in the forest block and destroyed 4 Sherman tanks (other 2 Sherman tanks become useless for heavy damaged status which block them in the middle of the forest).
So, i must concord with the comment posted more than 13 years ago by Nerdinmich about the few possibility to win for the American side.
Reflecting with my friend Ale, we concord that there are 3 ways to "fix" the scenario:
1-Eliminate the double unit building placed on the road in the board 4A, replacing it with a single unit building placed on the right side of the road, so American player have more choice to gain the victory point on the bridge not only by infantry, but also with the Shermans)
2-Transform the status of the river from "deep" to "shallow", making fordable for the American Tanks
3-Give the American player the opportunity to deploy the troops on ANY hexes of the 6 boards also replacing the 3 hexes forest tile on board 6A (the river spring) with a single forest hex
What do you think about?
alecrespi replied the topic:
1 year 3 weeks ago
nerdinmich (May 3, 2010)

I recently played the "New Mission" Scenario, which is a deliberate 3 player scenario with the two allied divisions not being allowed to talk after the game starts. This is to simulate the prejudice that still existed between the white infantry and the black tank squadrons. I played the infantry, which initially set up directly in front of two building surrounded by barbed wire, mines and a tank trap. The germans in this scenario have 3 or 4 mortar units which can conveniently be placed out of range of all attacks. The infantry have few special units (3 engineers and an officer and only the side directly in front of the mines and barbed wire has any cover hexes. The tanks in their separate setup board are limited in their break through to a single forest hex on the opposite side of the board.

I started out the first round, the only round the allies have the initiative with an engineer squad in the only hex on the set up side with a mine and removed it. During play the German player dropped repeated suppressive fire attacks on my units lined up hoping to break through and stopped there movement and prevented their movement. Then during play the German player used units inside the building and within normal range to shoot the engineer unit out of existence. Since the Germans start out on top of 4 initiative points to the Allied 2, the German took the initiative for all subsequent rounds. By round 4, with out ever having had a chance to move a single unit, every one of my 8 squads had been destroyed, 7 by mortar attacks and then the pinned unit with my officer in it was attacked by an elite unit moving out of the buildings. During all of this the tanks provided some relief and even destroyed a few units. I on the other hand got to roll a few red defensive dice and the game was over!

If any of you have played this scenario, I would like to know what you did with the infantry, other than using them as mortar fodder. I am thinking the best setup might be to keep the units back, out of Line of Sight so the mortars can not attack them and wait until the tanks get moving enough to pin the units in the building. The only other strategy I can think of is to line up as many as I can right on the border for the first turn and use them to assault the building by first removing the one center mine hex. It looks like a suicide run but it may be the allies best chance for advance. Frankly this looks like suicide for the allied infantry and I do not understand how they managed in the real life scenario. I couldn't find much tactical information about the original battle as most of the references I found talk about the personalities and the the military strategies employed.