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Merely Hanging On ETO (id:#60488)
(Beyond the Beachhead 2 ID:BtB 2)
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See Also: Merely Hanging On by Heat of Battle
Designer: Chas Smith
Starter kit scenario?:    Deluxe scenario?:
General von Schlieben was determined to stop the invasion in his sector, and to do so had to retake St. Mère Église, currently held by elements of the U.S. 82nd Airborne Division. The 1058 Regiment of the 91 Airlanding Division was committed on 6 June to retake the village, and moved south from the beachhead area. The grenadiers had to fight against scattered defenders through the hedgerows and were only able to gain Neuville, several kilometers north of St. Mère Église. They would continue the attack the following morning, and were reinforced by several artillery units, Army Sturm Battalion 7 and Panzerjaeger Battalion 709.
Attacker: German (Elements of Grenadier Regiment 1058, Army Sturm Battalion 7 and Panzerjaeger Battalion 709)
Defender: American (Elements of 505th Parachute Infantry Regiment, 82nd Airborne Division and Company B, 746th Tank Battalion)  
Turns: 8     Players: 2     OBA: German     Night: No
St. Mère Église, France 1944-06-07
Unit Counts:
Squads: A:16.0 D:10.0
AFVs: A:4
GSW 39H(f) PaK x 4

M4 x 2
M4(105) x 1

Guns: A:0 D:1
M1 57mm AT Gun x 1
Victory Conditions:
Exit VP: Building Control VC: Area Control VC:
Unit Based VC: LOS Style VC: CVP Cap:
Misc Rules: BtB HBR. D: US 6-6-7/3-4-7s have underlined morale
Map Board(s): BFP-C
Errata (source)
German OB: The tank destroyer is the GSW39HPak with 75L (German Vehicle Note 103).HoB
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Scenario Comments
Latest Updates:
buser333 Added a playing2019-07-31 10:50:21
Agoldin Rated the scenario2019-07-27 22:00:04
Agoldin Added a playing2019-07-27 21:57:35
hoxson1 Modified the misc. rules2019-07-02 20:01:32
hoxson1 Uploaded an Image2019-01-03 14:11:30
Last Played:
2019-07-27(A) Andy Goldin vs Jeff Buser American winI've played this three times as the Germans and lost each time. Of the three games, only one was kind of close. Assuming the American defends along the first line of hedgerows and the road is strongly held (as a competent defender would), the German has to run across the southern wheatfield and take the defender on the initial rush with his 548/7-0/LMG stacks otherwise it's unlikely he's going to get in position in time to deal with the reinforcing Shermans. Due to the crazy LOS, OBA isn't useful until you get out of the bocage. The German has to keep the observer up with his front line to have any decent chance of getting a halfway worthwhile fire mission. The German should, if possible, avoid using his SP ATGs against infantry but I've ended up doing it every time to try to get a penetration, and gotten poor results. If the attacker can get a penetration early on, he has a decent chance of winning -- or at least getting into the town. This requires decent rolls on fire attacks, MCs, OBA access, and so on... which is another way of saying the German had better have some good dice early on or he can pretty much forget about it. As the others wrote, the additional 9-1 gives the German a second kill stack but doesn't really move the needle in the overall game balance. I'm curious to see how the designers intended the game to be played, because obviously I'm not doing something right. Overall I'd call this scenario an interesting challenge but certainly not "fun".
2017-08-01(A) Chuck Dye vs Kevin Killeen American win
2012-07-15(A) Fred Ingram vs Jeff Coleman German winWith 20 or so games for the Americans on ROAR compared against just 10 for the Germans, we decided to give the Germans the balance. I do not think swapping a 7-0 for a 9-1 really made much difference. The victory conditions look tantalizingly easy, but that is not the way it played. It was not until turn 4 that the Germans even had a LOS to one of the victory buildings. Moving through bocage where the enemy easily gains concealment is very slow going. As it turns out, the OBA for the Germans did not even come into play. The radio broke on turn 3 and then the observer also broke (basically removing it from play for the duration). Turn three was also a disaster for the German AFV’s. Two of them broke their main armament while the other two both ran out of smoke and HE ammunition. Turn 5 would finally show one AFV repairing its gun and the other getting recalled. Turn 4 was also a disaster for the American infantry with everyone braking except a squad with a MMG and a half squad in a forward building. Jeff was able to get them out of the mainstream to eventually rally on turn 6. Luckily, his reinforcing tanks cam on during his part of turn 4 and pretty well plugged up any gaps that were created (clever design). At the end of turn 6, the sides were even on AFV’s (2 to 2) and the Germans had captured 4 victory buildings. Jeff conceded as it appeared it was inevitable that the Germans would get at least 2 more and perhaps any more with 2 movement phases remaining.
2010-06-27(A) Ian Willey vs James Short German winThis was close till the final turn. Had great difficulty breaking two squads with leader support in foxholes dispite high firepower. Finally got them and was able then to get round them. Turn 7 American things turned bad for the Yanks and turn 8 German saw a convincing leap taking 5 more buildings to put me on 8 with the Yanks only able to possibly get one back.
2010-05-18(D) Jesus Pie vs Richard Cornwell German win
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FileDescriptionUploaded byViews
GSW 39H(f) PaK (GSW H39f marder I.png)Imagehoxson170
(BtB2-Map.png)Map Imagebkemp01297
(BtB2-Map.png)Map Imagebkemp01273
Updated VASL Map (A.jpg)Map ImageFre20741242

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GSW 39H(f) PaK
Avg Rating: 5.50Votes: 14
Views: 0
To-Play list count: 2
Estimated Play time: 7.7 hours
Recorded Games: 6
Archive recorded plays:

ROAR Data:
Merely Hanging On [Confirmed]
[A] German 11
[D] American 21
Thursday 17 October 2019 01:31:06 AM  (c)dramsey 2019