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Going in Light WTO (id:#66244)
(Quick 6 Scenario Pack V ID: Q28)   [next]   [previous]
See Also: Going In Light by Lone Canuck Publishing
Haute Hameau, France 1944-06-09 (36 others)
ABS-6: Steel Rain (Airborne Stand!)
ABS-7: Easy Company (Airborne Stand!)
ABS-8: Headlong Charge (Airborne Stand!)
ABS-9: Forming The Perimeter (Airborne Stand!)
ABS-10: Let Motey Punch (Airborne Stand!)
AA 6: Go! Go! Go! (All American I: Kellam's Bridge)
AA 7: Easy Over (All American I: Kellam's Bridge)
AA 8: Charge the Causeway (All American I: Kellam's Bridge)
AA 9: VII Corps Bridgehead (All American I: Kellam's Bridge)
AA 10: Go to Town (All American I: Kellam's Bridge)
AA 17: Millett's Men (All American II: Timmes' Orchard)
AA 26: Everybody's Dying (All American III: Shanley's Hill)
AA 27: Lifeline (All American III: Shanley's Hill)
AA 28: Access Denied (All American III: Shanley's Hill)
FT42: No Luck (Franc-Tireur # 8)
RPT23: The Bavent Recce (Rally Point # 3)
ASLSK B5: On to Montebourg - 1 (Ecausseville) (Battles Magazine #5)
GJ011: Tough Assignment (Grumble Jones)
GJ059: A Deadly Pasture (Grumble Jones)
KB II 6: Go! Go! Go! (All American I: Kellam’s Bridge (2nd Ed.))
KB II 7: Easy Over (All American I: Kellam’s Bridge (2nd Ed.))
KB II 8: Charge the Causeway (All American I: Kellam’s Bridge (2nd Ed.))
KB II 9: VII Corps Bridgehead (All American I: Kellam’s Bridge (2nd Ed.))
KB II 10: Go To Town (All American I: Kellam’s Bridge (2nd Ed.))
AP104: Linkup (ASL Action Pack #11 29 Let's Go!)
#1: The Good Sheperd (St. Lo: The Battles for Hill 192)
BtB A2: Hill 35 (Behind the Beachhead Tournament 2019)
BtB A3: Supply Dump (Behind the Beachhead Tournament 2019)
BtB B1: Across the Aure Valley (Behind the Beachhead Tournament 2019)
BtB B2: Half Its Mission (Behind the Beachhead Tournament 2019)
BtB C1: Going In Light (Behind the Beachhead Tournament 2019)
BtB C2: Weathering the Fire (Behind the Beachhead Tournament 2019)
AP133: Two the Hard Way (ASL Action Pack #14 Oktoberfest XXXIV)
Q18: Take The Crossroads (Quick 6 Scenario Pack III)
2: Capture Hill 35 (29 Let's Go! - Behind the Beachhead and the Drive for St. Lo)
Q41: River Crossing Ruckus (Quick 6 Scenario Pack VII)
Designer: Unknown
Starter kit scenario?:    Deluxe scenario?:
 
Balance:
AmericanGerman
23.076923076923%

Overview:

The immediate objective for the newly landed US 2nd Infantry Division was the village of Trévières, located just south of the Aure River. The plan of attack was for the 38th Infantry Regiment to strike directly at Trévières from the north and west, while the 9th Infantry Regiment would outflank Trévières by seizing Rubercy to the southeast - thus isolating the German position. It was no accident the Germans had chosen the tiny farm of Haute Hameau to make a stand against the approaching 9th Infantry. The old Norman farm with its stone wall courtyard formed an ideal defensive position, commanding the neighbouring country lanes running south in the direction of Rubercy.
Attacker: American (Elements 3rd Battalion, 9th Infantry Regiment)
Defender: German (Elements 916.Grenadierregiment)  
5.5 turns
    Players: 2     OBA: None     Night: No
Unit Counts:
Squads: A:10.5 D:7.0
AFVs: A:0
AFVs: D:0
Guns: A:0 D:1
8cm GrW 34

Victory Conditions:

Exit VP: Building Control VC: Area Control VC:
Unit Based VC: LOS Style VC: CVP Cap:
Misc Rules:
Map Board(s):
43 Show/hide map dependencies
PublicationBoard
ASL 10a - Croix de Guerre43
ASL Action Pack # 3 Few Returned43
ASL Action Pack # 143
Overlays:
Errata (source)
Players wanting to play this game/Request a match:

Scenario info

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Last Played:
DateReporterOpponentBal.ResultTimeComments
2025-01-18(D) Matt Evans vs American German win2 hrsI setup the Germans in the compound with one HS way outside to prevent a run-around. The Americans setup two forces, one on each side. Turn 1, the German HMG took out the American 9-2 kill stack--that took out one flanks of the American force. Three American MTRs in the back, behind hedgerows, pounded with a 9-ROF tear to no avail. The MTRs were punished as a few successful sniper attacks took out the other two the American MTRs. The big German MTR was in the center OG hex in the compound using a spotter on the 2nd floor. The German MTR only got off two shots, both missed. The German HMG kept the second American force at bay. By American turn three the Americans only had two GO squads and it was called.

In short, the German HMG is critical to defense and the American 9-2 kill stack is critical to break the Germans and allow for an assault. The German MTR can only do so much with reduced ROF with a spotter, which I think is necessary in this setup as the spotter can remain concealed for shots against it.

So it comes down to the German HMG vs American 9-2 kill stack. First one to go helps the other side tremendously--though not a guarantee.
2023-11-09(D) Indy Lagu vs Rob Oler German winAnother interesting offering in a Quick 6 pack.

10 US 666 squads attacking 6 German 447 on Board 43 with
some hedge(row) overlays.

Rob chose to exchange three 346 HS and MTR for a 4FP OBA
module (see US Ordnance Note 1). He was unlucky in that he
didn't make radio contact for three phases...at which time, my Germans
were hunkering down, out of his LOS.

Turn 1 German DFPh, the HMG gets a K/2 against a stack consisting
of a leader and two squads. Rob Yatzeed the RS and was left with a wounded
leader and two broken HS.

My Germans couldn't really play much of a fall-back defence as there isn't a lot
of ground between our setup line and the victory buildings. Still, there was
enough for the Germans to do.

In typical Robish fashion, he wouldn't blame the dice. I think I had the lion's share
of good rolls. Rob's only accomplishment with two BAZ was to X them, and he had
similar luck with his MMG.

We would both happily play this one again. The German needs to have a decent setup.
I think a poor setup can really hamper the German chances. The US should stay in a big
clump.

Our game was really decided on turn 5 (of 5.5). It seemed close at the end, but Rob's
final turn was one of desperation.

Another interesting scenario from Lone Canuck. Again, sadly, there is some niggly
wording on the scenario card. The experienced player will have no issue understanding
the intent. Having said that, tighter wording would be an improvement.
2023-04-08(A) Allen Evenson vs Andrew Schuck American winEarly German Critical Hit hurt the Americans but they were able to RALLY and weather the tough defense. The German HMG broke at a terrible time and allowed the US to approach mostly unscathed. Meanwhile a flanking force finally got through the screen to attack the compound. Came down to last turn but Americans were able to swarm final building and take it in CC. Dice up an down for both sides.
2022-12-12(D) Dave Mareske vs Dan Best German winGermans were able to hold on to a win as the Americans made a final push into the walled compound. All the mortars were fairly ineffective as Dan chose to keep the US mortars and not exchange for the OBA. The HMG did damage but remained a threat throughout the game preventing an all-out move against the compound.
2022-12-12(A) Dan Best vs Dave Mareske German winFirst to play and post.
View all or balance report
ActionDate
Kijug Added a playing2025-01-19 17:32:26
Hutch Modified the gps location2024-11-01 11:40:42
Bongiovanni Linked the scenario to ROAR2024-11-01 10:54:35
Indy Lagu Added a playing2023-11-11 03:15:47
asevenson Added a playing2023-04-09 01:32:48
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Statistics:
Avg Rating: 6.67Votes: 6
Views: 0
To-Play list count: 1
Estimated Play time: 2.3 hours
Recorded Games: 6
Archive recorded plays:
American1
German5
Drawn:0

ROAR Data: (as of today)
Going in Light [Confirmed]
[A] American 2
[D] German 5
All Rights Reserved. (c)2022 Dave Ramsey.