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Penny Packets WTO (id:#61131)
(ASL Journal # 9 ID: J142)   [next]   [previous]
See Also: Penny Packets by Lone Canuck Publishing Penny Packets by Lone Canuck Publishing
Senonchamps, Belgium 1944-12-21 (53 others)
KGP02: Festung St. Edouard (HASL 2 - Kampfgruppe Peiper I)
KGP03: Panthers in the Mist (HASL 2 - Kampfgruppe Peiper I)
KGP04: Chapelle Ste. Anne (HASL 2 - Kampfgruppe Peiper I)
KGP07: The Bridge at Cheneux (HASL 3 - Kampfgruppe Peiper II)
T11: The Attempt to Relieve Peiper (AH:The General # 28.2)
NEWS20: Trojan Horses (ASL News # 12)
NEWS39: Sauve Qui Peut! (Lord Help Us) (ASL News # 22)
SC9: Sudden Full Contact (Devils in the Woods)
SC13: At the Crossroads (Devils in the Woods)
SC14: Repulsed (Devils in the Woods)
SC15: Mize Tries Again (Devils in the Woods)
EP20: Trojan Horses (Euro-Pack II - The Bulge)
OAF3: Peiper's Sledgehammer (OAF Pack 1)
PBP 6: Raw Deal (Paddington Bears '96 Pack)
RP3-8: Another Damn Bridge (Rout Pak III)
ASL News 39: Sauve Qui Peut! (Lord Help Us) (Scroungin' ASL News)
SC1: Probing for the Bridge (Sudden Full Contact)
SC2: Grabbing Some Houses (Sudden Full Contact)
BdF 2: Parker's Last Stand (Baraque de Fraiture)
BdF 3: The Volksgrenadiers Try Again (Baraque de Fraiture)
O65.1: The Attempt to Relieve Peiper (On All Fronts # 65)
O100.1: A Bridge for Panthers (On All Fronts #100)
PBP 6: Raw Deal (Aussie `96 Pack)
SP2: Holding the Hotton Bridge (Schwerpunkt # 1)
SP53: Thorne In Your Side (Schwerpunkt # 5: Medal of Honor)
95-1: Holding The Hotton Bridge (Schwerpunkt 1995 Tournament Scenarios)
BdF#2: Parker's Last Stand (Baraque de Fraiture (2nd Edition))
BdF#3: The Volksgenadiers Try Again (Baraque de Fraiture (2nd Edition))
VB02: Probing for Hotton Bridge (Volfoni Brothers Scenarios)
RetroPak#3: Vandervoort's Stand (Retro Pak I)
RetroPak#16: East of Trois-Ponts (Retro Pak II)
J157: Rage Against the Machine (ASL Journal #10)
DD # 1: Sudden Full Contact (Darkest December)
DD # 2: Probing For The Bridge (Darkest December)
DD # 3: At The Crossroads (Darkest December)
DD # 4: Grabbing Some Houses (Darkest December)
DD # 5: Repulsed (Darkest December)
DD # 6: Mize Tries Again (Darkest December)
BP1 #3: Skorzeny's Crossroads (Battle of the Bulge I)
BP1 #9: Hansen's Push (Battle of the Bulge I)
BP1 #11: Warche Tomfoolery (Battle of the Bulge I)
#6: Hitler's Right Hand Man (Major Upham Battle Pack)
S16-6: Dom Butgenbach (Sweet 16 4-Pack 2)
ASL WO17: Poteau Party (Winter Offensive Bonus Pack 2015)
194: The Attempt to Relieve Peiper (ASL 3a - Yanks (2nd Edition))
S16-11: Fog Shrouded Crossroads (Sweet 16 4-Pack 3)
T-TERROR #30: Faux Panthers (Teutonic Terror 4)
T-TERROR #31: East Of Trois Ponts (Teutonic Terror 4)
: Christmas Presents (SAGA 1992)
NY#3: East of Trois-Ponts (Purple Heart)
NY#4: Foggy Notions (Purple Heart)
ASLN20: Trojan Horses (Critical Hit #8.1)
ASLN39: Sauve Qui Peut (Critical Hit #8.2)
Designer: Pete Shelling
Starter kit scenario?:    Deluxe scenario?:
 
Balance:
GermanAmerican
52.272727272727%

Overview:

By the fifth day of the German attack, the race for Bastogne was over. The German units that weren’t able to bypass the strategic town would lay siege to it instead. Two of the best Wehrmacht formations in the Western Front were Volksgrenadier-Division 26 and Panzer-Division 2. They would comprise the initial assault of the Bastogne perimeter, and attempt to annihilate the American units there before they could dig in or reinforce. A kampfgruppe led by Major Kunkel attacked the weakened southern flank juts as U.S. artillery was firing in support of the 101st Airborne attacks in the north and east. The scratch forces of rear-area troops and “penny packets” of armored platoons had to form roadblocks to buy some time for the big guns to displace to safer firing positions.
Attacker: German (Kampfgruppe Kunkel and Panzer Aufklärungs-Abteilung 2)
Defender: American (420th Armored Field Artillery Battalion and Combat Command R, 9th Armored Division)  
7 turns
    Players: 2     OBA: None     Night: No
Unit Counts:
Squads: A:18.0 D:9.0
AFVs: A:9
PSW 234/1 x 2
SPW 251/1 x 2
SPW 251/sMG
PzKpfw IVJ
StuG IIIG x 2
FlaKPz IV/20

AFVs: D:16
M7 HMC x 3
M5A1 x 4
M4A1
M4A3
M3 ht x 2
M3A1 ht
M15A1 MGMC
M16 MGMC x 2
M3(HMG)

Guns: A:0 D:0

Victory Conditions:

Exit VP: Building Control VC: Area Control VC:
Unit Based VC: LOS Style VC: CVP Cap:
Misc Rules: GS, FS at start. A: Eligible AFVs have Schuerzen
Map Board(s): 19 43 44
Overlays: NONE
Errata (source)
The StuGIIIG should not have a box around it’s rear/side armor factor. (R Reinesch)
Players wanting to play this game/Request a match:

Scenario info

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Last Played:
DateReporterOpponentBal.ResultComments
2021-05-13(D) Andy Beaton vs Dan Braund American winLight German armour was slaughtered from the start (hot American dice!) putting the Germans in a CVP hole they couldn't get out of. German infantry needed to be more aggressive and put smoke and 8 morale to work. Germans conceded in turn 5.
CASLO 2021
2021-05-11(D) Will Willow vs N. Faryna American winCASLO RD 2. 4 Duds in one game.
2021-05-10(D) David Garvin vs David Goldman German winAs Round 2 in CASLO XXV
2018-04-25(A) patrick palma vs John Garlic German win
2015-03-15(A) X von Marwitz vs Martin Mayers American winComplete disaster for the Germans. Very rarely I conceded a game after my first half-turn but this was one. In this one A LOT hinges on the correct setup of the US defence. I won't say how it needs to be done as not to spoil it. My opponent did it right. I made one STUPID mistake that got immediately grievously punished by mistakingly assuming that one US unit already had Final Fired and thus moved in some OG where I otherwise would never have moved: 1 KIA, RS takes out 9-1 leader, two squads with MGs both fail the -1 LLMC. Other Inf get ambushed and killed. One of the important SPW 251/9 gets taken out by a rather low odds tank-shot. With my infantry locked in melee, brokies and pins that were calculated in for the assault on the central buildings and that devastating KIA on the 9-1, the core of the German attack was broken. US M7s gobbled up 6VP by going TI. So at the start of US T1 the Germans were down 16VP, likely to be pushed out of the central walled farm and down one important ht. Whenever you play this, remember that the ACs MP cost is 2 even if on a road. And to the math for German T3 infantry reinforcements: The SHORTEST way for them to exit is 25 hexes in 5 turns. So apparently they are unlikely to do so unless they could aspire to run across OG all that time unmolested by the potential plethora of US MGs. Interestingly, ROAR currently has this 10 to 9 in favor of the Germans. Maybe there's some trick to it that I have overlooked or this is due a wrong US setup.
View all or balance report
ActionDate
Bongiovanni Added a playing2022-09-28 12:52:28
aiabx Added a playing2021-05-14 02:51:52
wwillow Added a playing2021-05-11 02:46:48
hoxson1 Modified the Theatre2021-03-16 23:09:16
Rich Weiley Added a playing2020-06-07 05:33:16
FileDescriptionUserViews
M7 "Priest" artillery support (m7-priest_snow belgium.jpg)Imagehoxson1691
(!germ-usa.png)Imagehoxson1616
(senonchamps bastogne defence.png)Imagehoxson1660
Winter Version (J142 Penny Packets.png)Map ImageFre20741881
(J142 Penny Packets Scenario Archive.jpg)Map Imagevon Marwitz809
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M7 "Priest" artillery support
 
Statistics:
Avg Rating: 6.40Votes: 10
Views: 4834
To-Play list count: 3
Estimated Play time: 11.4 hours
Recorded Games: 11
Archive recorded plays:
German6
American5
Drawn:0

ROAR Data: (as of October 2023)
Penny Packets [Confirmed]
[A] German 17
[D] American 16
All Rights Reserved. (c)2022 Dave Ramsey.