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Panther Cull WTO (id:#65595)
(Not One Step Back ID: DTF-16)   [next]   [previous]
Nederwetten, Netherlands 1944-09-20 (51 others)
25: Gavin's Gamble (ASL 3 - Yanks)
ABtF07: Among the Bravest (HASL 6 - A Bridge Too Far)
ABtF08: God Save the King! (HASL 6 - A Bridge Too Far)
U04: Climax at Nijmegen Bridge (G.I.'s Dozen)
TB 6: Grinding Forward (Arnhem: The Third Bridge (1st Ed.))
TB 7: Damn and Blast (Arnhem: The Third Bridge (1st Ed.))
TB 8: The End? (Arnhem: The Third Bridge (1st Ed.))
CH 51: The Sonnenburg Hotel (Critical Hit # 3.1)
Z23: Setting the Woods on Fire (Rout Report # 5.2)
AL01: It's Hardly Fair (Fanatic Enterprises: Internet)
GSTK 2: House G (God Save the King)
GSTK 6: Block by Bloody Block (God Save the King)
RBF 8: Germeter by Meter (Recon by Fire! #1)
TOT 40: Ring of Fire (Time on Target # 3)
O74.1: Running a Mook (On All Fronts # 74)
SP131: Pocket Panzers (Schwerpunkt #11)
TAC9: Stutzpunkt Lezongar (Tactiques # 1)
SC12: Climax at Nijmegen Bridge (ASL Digest # 3.07)
JF 9: Among the Bravest of the Brave (Jitter Fire III)
NEV1: Making a Break for It (Nor'easter V)
SP141: Broken Beek (Schwerpunkt #12)
S23: Monty's Gamble (ASL Starter Kit #3)
3: Piercing the Veil (Witches Cauldron: Oosterbeek Perimeter)
4: Stand and Die (Witches Cauldron: Oosterbeek Perimeter)
5: Till the Woods Run Red (Witches Cauldron: Oosterbeek Perimeter)
WO04: I Don't Like Retreating (Winter Offensive Bonus Pack 2011)
ATB6: Grinding Forward (Arnhem: The Third Bridge (4th Ed.))
ATB7: Damn and Blast (Arnhem: The Third Bridge (4th Ed.))
ATB8: The End of the 2nd Battalion (Arnhem: The Third Bridge (4th Ed.))
FT173: A Misstep in Lorraine (From The Cellar Pack # 7)
J155: It's Hardly Fair (ASL Journal #10)
BBD # 3: Piercing The Veil (Brave But Doomed)
BBD # 4: Stand And Die (Brave But Doomed)
BBD # 5: Until The Woods Run Red (Brave But Doomed)
GJ101: Van Lennepweg’s Garden (Grumble Jones)
GJ104: Brothers at the Crossroad (Grumble Jones)
OO11: Hill 235 (Operation Olive - Gothic Line 1944)
OO13: Counter-Attack at Montecieco (Operation Olive - Gothic Line 1944)
OO14: Back and Forth (Operation Olive - Gothic Line 1944)
OO15: The Charge of the Queen's Bays (Operation Olive - Gothic Line 1944)
OO16: Riposte (Operation Olive - Gothic Line 1944)
YASL#7: Making a Break for It (Nor'easter XX)
25: Gavin's Gamble (ASL 3a - Yanks (2nd Edition))
GS10K: Gunapalooza (ASLOK 2012)
TD 2: Ommeray: Duel of Commandos (Trench of Death #1)
S70: A Sideshow Affair (ASL Starter Kit #4)
S87: Straight and Fast (ASL Starter Kit Bonus Pack #2)
CH 51: The Sonnenburg Hotel (Critical Hit #3.1 2022 Reprint)
J210: Moment of Truth (ASL Journal #13)
292: Four Stars of Valor (ASL 16 - Twilight of the Reich)
FT INOR19: “Pointed Stone” Broken (Inor Players Guide)
Designer: Peter Struijf / Chris Mazzei
Starter kit scenario?:    Deluxe scenario?:
 
Balance:
AlliedGerman
50%

Overview:

As Allied forces fanned out from Hell's Highway towards the Meuse River, its main adversary, Kampfgruppe Walther, received reinforcements. The newly arrived Panzer-Brigade 107, with 36 Panthers, went into action on 19 September against the bridge at Son, alongside Walther's Fallschirmjäger. A second attempt was made the next day, which severely interrupted Allied traffic along the corridor. A mobile battle developed as the two armored forces clashed at several points along their axis of advance. At Nuenen, Walther's Panthers routed the advancing allied tanks and infantry. A few miles to the north, the British "Task Force Weatherby" of 15/19th Hussars approached the hamlet of Nederwetten. A single Challenger and four Cromwell tanks, supported by armored cars and American paratroopers, reached the village across a broad front. Suddenly they saw a Panther tank on the move.
Attacker: Allied ((British) A Squadron, 15/19th Hussars, Task Force Weatherby and (American) 506th Infantry Regiment)
Defender: German (I./Fallschirmjäger Ersatz- und Ausbildungs-Regiment "Greve" and Panzer-Battalion 2107)  
4.5 turns
    Players: 2     OBA: None     Night: No
Unit Counts:
Squads: A:5.0 D:6.0
AFVs: A:6
Challenger
Cromwell VI
Cromwell IV x 3
Daimler SC

AFVs: D:3
PzKpfw VG x 2
SPW 251/1

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: DTF SR's, SW Purchase, Valley: Level 0, Cliffs: NA, Bldgs 24S5 and 67oR6: Factories (B23.74)
Map Board(s):
24 67 Show/hide map dependencies
PublicationBoard
ASL 2 - Paratrooper (2nd Edition)24
ASL 3a - Yanks (2nd Edition)24
ASL Action Pack # 3 Few Returned24
Winter Offensive Bonus Pack 201467
Overlays: X14 X16
Errata (source)
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Scenario info

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Last Played:
DateReporterOpponentBal.ResultTimeComments
2025-07-10(A) Dan Best vs Kermit Mullins German win2 hrs
2025-07-10(D) Kermit Mullins vs Dan Best German win2 hrsDifficult game to grok. My Germans were able to delay the British/American attack as they came up from the south and took the first victory building. An 8-0 and 4-4-7 were captured. But then things turned towards the Germans as the American 9-2 broke along with his squad. The Armored Car was stunned and taken out in CC. Then three tanks were knocked out and on Turn 4, the British conceded as they had lost too much armor and still had to face two Panthers and a Schreck. Tough scenario that requires a lot of thinking.
2025-03-29(D) Eben Johnson vs Mike Van Hoy Allied winWell, I'm an idiot. Panthers count as 3VPs, not 1VP as do the other AFVs---read the VCs every turn! Apart from one good PSK shot against an uncareful British AFV, my troops couldn't do squat---not one sniper, pinned on every PF attempt, K'd on my MC's, etc. And he ran around with ease. He had some bad luck too, but it didn't harm him. My tactics were sound. If I had not duffed reading the VCs, and had my bad luck and his good luck been less extreme, it woulda come down to a last CC. I kept a HIP'd half squad near the southern factory, but there's nothing to do when one fails to remember the VCs. Rookie move. Fun scenario, fun opponent.
2025-01-10(A) David Garvin vs Erik Grande German winFor FNF. Quite fun and a challenge for the Allies.
2024-09-18(A) Andy Bagley vs Savo Barbero German winA tense game, with the dice ultimately deciding it. Unlike other AARs on this scenario, the Germans here started with their Panthers well to the rear out of harms way. If they stayed there, this meant I had to capture two victory buildings without losing any AFVs - not an easy task in just 5 turns.
I came in from the south and captured the first building quite easily. The second was tougher though, as I felt I needed to keep my tanks back out of PF range so they were just giving fire support. I got a lucky break when the German halftrack ventured out and was knocked out by an unlikely hit. But the Germans then came back, creeping the Panthers forward and knocking out a Cromwell (which failed its motion attempt) with bounding fire. I eventually captured the second building but lost another Cromwell to a HIP squad with a PSK, whilst the Cromwell VI malf'ed (and subsequently broke) its MA.
So I still needed more VPs to win, and my opponent gave me a chance with a mistake on his last player-turn which gave me a rear shot on a Panther in my final turn. I needed 7 or less to hit, but rolled an 8, and that was it. Good scenario though.
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ActionDate
Hutch Modified the overview2025-09-30 18:21:39
Hutch Modified the misc. rules2025-09-30 18:18:42
Hutch Modified the overview2025-09-30 18:18:29
Hutch Modified the misc. rules2025-09-30 18:15:56
Hutch Modified the Unit Elements2025-09-30 18:12:00
FileDescriptionUserViews
(allies-germ.png)Imagehoxson1904
(dead panther netherlands.png)Imagehoxson1988
(panther cull map.png)Map Imagehoxson1919
Map (DTF-16.png)Map Imageatomic809
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Statistics:
Avg Rating: 6.61Votes: 18
Views: 0
To-Play list count: 1
Estimated Play time: 3 hours
Recorded Games: 15
Archive recorded plays:
Allied8
German7
Drawn:0

ROAR Data: (as of today)
Panther Cull [Confirmed]
[A] German 19
[D] American/British 20
All Rights Reserved. (c)2022 Dave Ramsey.