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MEX10MM
10-17-2005, 11:39 AM
Title: The Defense of Hosingen (Luxemburg 1944)

Synopsis: ]"Had not this regiment (110th. Infantry) put up the the fight it did, the Germans would have been in Bastogne long before the 101st. Airborne reached that town"Lt. Gen Troy Middleton.
The German timetable is upset as the men of K Company 110th. Infantry Regiment defend the little town of Hosingen against the bulk of the attacking 26th. "Volksgranadier" division during the opening stages of the Battle of the Bulge. December 16 to 18, 1944.

Victory Conditions: At the end of turn 12 The Axis player must be in control the Objective to be the winner; any other result is an Allied victory.

Allied Army build:
Elements of K Company 110th Infantry Regiment plus elements of B Company 103rd Engineers. Deploy first on any full hex of maps DOG-1 and BAKER-2 as to map confugaration 4: "Urban Combat"
Bazooka (US) x4
M1 Garand Rifle (US) x6
Mortar M2 (US)x2
"Red Devil" Captain (US) x1
Royal Enginneers (UK) x3
Vickers Machine-Gun Team (UK) x2
Allied Reinforcements:
Elements of the 707th. Tank Battalion. Enter during the movement phase of turn 6 on any edge hex of map DOG-1 as to map confugaration 4: "Urban Combat"
M4A1 Sherman (US) x 3

Axis Army build:
Elements of the 77th "Volksgranadier" Regiment. Deploy second on any full hex of maps CHARLIE-1 and ABLE-2 as to map confugaration 4: "Urban Combat"
Light Mortar (GE) x3
Mauser Kar 98 (GE) x8
MG 42 Machine-Gun Team (GE)x4
Panzerfaust 30 (GE) x2
Sd Kfz 251 (GE) x1

Axis Reinforcements #1:
Elements of the 2nd Panzer Division.Enter during the movement phase of turn 6 on any edge hex of map ABLE-2 as to map confugaration 4: "Urban Combat".
Panzer IV Ausf G. (GE) x2
Sd Kfz 251 (GE) x1
SS-Panzergranadier (GE) x1

Axis Reinforcements #2:
Elements of the 78th "Volksgranadier".Enter during the movement phase of turn 8 on any edge hex of map ABLE-2 as to map confugaration 4: "Urban Combat".
Light Mortar (GE) x2
Mauser Kar 98 (GE) x4
MG 42 Machine-Gun Team (GE)x2
Panzerfaust 30 (GE) x2

Map set-up: Use map configuration: 4 "Urban Combat" as in page 6 of the Axis & Allies Miniatures Advanced Rulebook.

Special Rules: "Winter Conditions". Regard all Stream hexes and Pond Hexes as Clear Hexes. No Road based bonuses apply during this scenario.

Aftermath: By December 19, 1944 the 110th Regiment and most of the 28th Division had been swept from the map by the German advance; However this units demise was not been in vain. The german army was now three days behind schedule. The time that the Allies gained by the sacfifice of this valiant defenders had allowed Eisenhower to rush reinforcements to the Ardennes; Reinforments that in the end would crush Hitlerīs last offensive in western Europe.

henrym203
10-17-2005, 07:57 PM
Just played this one

rienforcements have a huge impact....good game

Keep them coming!!!

Washington bearers
10-24-2005, 11:59 AM
Played this game last night, it's an excellent scenario.!!!!!!

Hint for the Allies, don't put your machine gun teams in the front of the town on the first turn. They won't be there on turn two. :mad:

Tim Snoddy
11-01-2005, 02:28 AM
I have played this scenario twice and the Americans got hammered both times. As soon as they try to react to Germans in open ground closing in they are blown away by the German heavy weaponry sitting well back. The Bazooka teams were next to useless as the battle for the town was over both times before the German armour arrived.

MEX10MM
11-01-2005, 03:59 PM
The Americans got hammered in the "real" battle but managed to keep the objective long enough to disrupt the Germanīs advance timetable.
I think the Allies must wait back until the Germans rush for the objective. Remember that the Axis player "Must" control the objective to win, any other result is a victory for the Americans.

Redgar
11-03-2005, 05:10 AM
Hi all,

I'm a little confused about the German victory requirement: If the Germans capture the objective by turn 12 do they win, or do they have to keep fighting until turn 12?

Anyway, thanks for the cool scenario; I can't wait to buy more minis and try it!

Just my 2 ep worth,

Redgar

MEX10MM
11-03-2005, 10:19 AM
The Germans must control (you control the Objective if you are the only player with a unit adjacent to it) by the end of turn 12.
If the Germans manage to control the objective before that, the battle must still go on, as the Americans have a chance to re-capture it.
The Battle must always last 12 turns.
I guess the victory conditions must read:
"At the end of turn 12 The Axis player must be in control the Objective to be the winner; any other result is an Allied victory."
(The Germans managed to enter the town of Hosingen several times during the battle but were driven back by the defenders. At the end, cut from all other Allied forces, the defenders were forced to surrender)
Thank you all for you comments! :)

FieldMarshalVonKluge
11-10-2005, 07:58 PM
I have to commend you Mr. Mex for your fine work.

I have palyed nearly all of your scenario's multiple times and I have to say your work is nearly perfect.

Forces are almost perfectly balanced and each scenario is creative and fun.

Thank you.

jasonhappel
11-10-2005, 11:41 PM
Yes I always look forward to seeing your new scenerios you post. I have them all printed and ready to play for when my friends and I get together for gaming :)

MEX10MM
11-11-2005, 09:25 AM
:D Wow!
I am very, very pleased you like them. I canīt thank you enough for playing this scenarios. It helps to keep reaserching and "translating" real battles to A&A Miniatures if fellow gamers think the work is worth it.
Again, thank you! :o

henrym203
11-11-2005, 10:23 AM
worth it????

ABSOLUTLY

If you didnt post scenarios as often as you do I would be tossing minis on the table and playing regular, boring gamse. You are doing an awesome job.!