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Not Apt to Drag Feet WTO (id:#66391)
(HASL 12a - Drop Zone: Sainte-Mère-Église ID: SM10)   [next]   [previous]
See Also: Not Apt to Drag Feet by Multi-Man Publishing
Sainte-Mère-Église, France 1944-06-07 (63 others)
12: Confusion Reigns (ASL 2 - Paratrooper (2nd Edition))
16: No Better Spot to Die (ASL 2 - Paratrooper (2nd Edition))
27: The Liberation of Tulle (ASL 4 - Partisan!)
103: A Day By the Shore (ASL 5a - For King and Country)
A 47: White Tigers (AH:ASL Annual `92)
A 77: Hide & Seek (AH:ASL Annual `95 Winter)
G22: A Day By the Shore (AH:The General # 29.4)
G42: The Youth's First Blood (AH:The General # 31.6)
S01: Retaking Vierville (ASL Starter Kit #1)
NEWS11: The Port-Filliolet Crossroad (ASL News # 6)
SB 1: You Want to Save Private Ryan? (Internet)
ABS-4: No Better Place To Die... (Airborne Stand!)
AA 4: A Better Spot Than This (All American I: Kellam's Bridge)
AA 14: North Rampart - Fire! (All American II: Timmes' Orchard)
AA 23: Lost Battalions (All American III: Shanley's Hill)
AAGG3: Historical The Port-Filliolet Crossroad (All American: Gamers Guide)
CH148: Trapped at Authie (Reissue) (Critical Hit # 6.4)
CH 1: Authie: The Death of Company C (Critical Hit # 1)
EP11: The Port-Filliolet Crossroad (Euro-Pack III - Late War `44-45)
PdH 5: Rangers Relief (Pointe Du Hoc)
BTB2: Merely Hanging On (Beyond the Beachhead)
O82.1: Armor Leader: Normandy CG (On All Fronts # 82)
PJ7.1: Mines! (OAF Playtester's Journal # 7)
#9: Le Mesnil Strongpoint (To Battle By Air 2)
#4: Dead Man's Corner (To Battle By Air 1)
VB15: One-Man Wrecking Machine (Volfoni Brothers Scenarios)
AP30: Not Apt to Drag Feet (ASL Action Pack # 4 Normandy 1944)
RPT24: Farmyard Affray (Rally Point # 3)
BtB 2: Merely Hanging On (Beyond the Beachhead 2)
SP170: Halfhearted Hiwis (Schwerpunkt #15)
ESG #53: "Mad Mike's" Part Two (Dezign Pak 5)
MLR08: Prelude to Disaster (Elite Canadians)
MLR09: Overrun (Elite Canadians)
BOB # 6: Sink's Orders (BoB - Normandy)
BOB # 7: Tense Moments (BoB - Normandy)
JDJ 1.1: Retaking Vierville (Coastal Fortress)
159: White Tigers (ASL 13 - Rising Sun)
BAA 7: Tip Of The Spear (The Battle for the Abbaye des Ardennes)
KB II 4: No Better Place to Die... (All American I: Kellam’s Bridge (2nd Ed.))
CH1: Authie: The Death of Company C (Critical Hit Retro Magazine 1)
12: Confusion Reigns (ASL 3a - Yanks (2nd Edition))
16: No Better Spot to Die (ASL 3a - Yanks (2nd Edition))
RPT115: Halfhearted Hiwis (Rally Point #12)
S16-16: Pointmen of Authie (Sweet 16 4-Pack 4)
Round 2: Prelude to Disaster (ANZACon 2005)
27: The Liberation of Tulle (ASL 12 - Armies of Oblivion (2nd Edition))
PEB #1: Along The Way (Port-en-Bessin)
PEB #2: Confused Street Fight (Port-en-Bessin)
PEB #3: Clear Them Out: WN 57 (Port-en-Bessin)
PEB #4: B Troop Arrives (Port-en-Bessin)
PEB #5: Zig Zag 1 (Port-en-Bessin)
PEB #6: DSO Riposte (Port-en-Bessin)
PEB #7: Stutzpunkt Port-en-Bessin (Port-en-Bessin)
PdH #5: Stars and Stripes Forever (Pointe Du Hoc: Retro Bar Gunner Edition)
#8: Raff's Rush (Utah Beach)
159: White Tigers (ASL 13 - Rising Sun (2021))
CH 1: Authie: The Death of Company C (Critical Hit #1 2022 Reprint)
SM07: One-Man Wrecking Machine (HASL 12a - Drop Zone: Sainte-Mère-Église)
SM08: Without Thought of Numbers (HASL 12a - Drop Zone: Sainte-Mère-Église)
SM09: Confusion Reigns (HASL 12a - Drop Zone: Sainte-Mère-Église)
SM CG II: Liberation Road (HASL 12a - Drop Zone: Sainte-Mère-Église)
ASLN11: The Port-Filliolet Crossroad (Critical Hit #8.1)
FT75: Unexpected Fire (From The Cellar Pack #13)
Designer: Ken Dunn
Starter kit scenario?:    Deluxe scenario?:
 
Balance:
AmericanGerman
38.461538461538%

Overview:

American forces that dropped from the skies on June 6th were finally consolidating and receiving reinforcements and supplies. Communications had been established with headquarters and the overall picture was emerging. There was still much to do, and General Matthew B. Ridgeway, CO of the 82nd Airborne, was not a man to miss an opportunity. Once the German drive to retake Sainte-Mère-Église via the Carentan-Montebourgh road had run its unsuccessful course, Ridgway decided to push north and attempt a breakout, knowing that the 8th Infantry Regiment was advancing from the beach. Together with armor brought in by Lt. Colonel Edson Raff and troops from the 505th Parachute Infantry Regiment, this ws to be a large combined arms operation. Meanwhile the commander of 7th Corps, General “Lightning Joe” Collins, came ashore to plant his flag on French soil. Stopping at a tank park, he told Lt. Colonel Clarence G. Hupfer, CO of the 746th Tank Battalion, to get up and help the 82nd Airborne which might be in trouble. Hupfer, not apt to drag his feet after speaking to a corps commander, charged straight into Ste. Mere-Eglise.
Attacker: American (505 Parachute Infantry Regiment, 82 Airborne Division and 746th Tank Battalion, with 8th Regiment, 4th Infantry Division)
Defender: German (Grenadier-Regiment 1058, Luftlande-Infantrie-Division 91 and Panzerjäger-Abteilung 709)  
7.5 turns
    Players: 2     OBA: None     Night: No
Unit Counts:
Squads: A:24.0 D:18.0
AFVs: A:8
M4 x 2
M4(105)
M4A1 x 5

AFVs: D:2
Marder I (f) x 4
3.7cm FlaK LKW x 2

Guns: A:0
M2 60mm Mortar
D:0
5cm leGrW 36

Victory Conditions:

Exit VP: Building Control VC: Area Control VC:
Unit Based VC: LOS Style VC: CVP Cap:
Misc Rules: SM SSR.
Map Board(s):
MMP: Ne Show/hide map dependencies
PublicationBoard
HASL 12a - Drop Zone: Sainte-Mère-ÉgliseMMP: Ne
Overlays: NONE
Errata (source)
Players wanting to play this game/Request a match:

Scenario info

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Last Played:
DateReporterOpponentBal.ResultTimeComments
2025-08-07(A) Ben Jones vs Brunov! American winThe second scenario in the pack that I have played where manoeuvre is the key to an
American victory.

The first giveaway is the length, 7.5 turns, the second is squad/leader ratio for the US,
3:1. The third is the lack of a CVP cap for the US, with the exception of the 12 EVP, every
single other unit is disposable.

The US need to control a few hexes of buildings AND exit 12 EVP. The EVP are easy, the
top most group can enter and be off in three turns. Or 12 EVP of the initial para group can
get off the bottom edge in 6 turns.

Either way it’s probably best to pick one of the groups
to commit to getting off, don’t get greedy.

The Shermans present the most efficient exit VP but also the most vulnerable, whilst not
road bound the network of fields and paths on each side of the road mean that once off
the road they’ll be risking bog checks to get back onto the road.

Speaking of the road, it’s a trap, a single Marder can effectively block it. In a stationary
duel the Marder at 23 hexes will be ROF 2 hitting a Sherman on a 9, the Sherman hits
back on a ROF 1, 6.

The initial risky entry of the Shermans can be mitigated - there are flanking positions to
each side of the road where sM can be used and the 747s can litter the roads with
smoke grenades. Once the Shermans are past the chokepoint in OO14 they can get of
the road and go to work.

The resting German force should not be disturbed. If you’re the kind of guy to
accidentally give all of the Germans freedom of movement in VOtG then best take the
German side here. Remember they’re released from NM upon seeing a known enemy
unit, so run around on the other side of the bocage if you need to, just don’t get shot and
be careful with the Shermans.
If the US alert the resting nazis too early they’re going to lose. I think the crux of the
scenario is keeping those guys in place as long as possible and then preventing them
getting back to the VC hexes.

The Germans can be trapped and bottled up around the X hexrow, from 12 to 15. If the
Germans can prevent the US from getting fire on those hexes they can get back to the
village in force and win.

As in “Seldom Practical” the Germans are in a heavy bocage zone whilst the US can flow
faster around the flanks (remember the 3:1 squad to leader ratio?). The Shermans are
not stellar smokers but CE they put out a lot of FP even when the bmg is negated.

I really enjoyed this, it’s large in terms of map to encourage/necessitate some movement
and it really rewards the side that can envisage how the battle will develop and how slow the bocage can be.

9/10 recommend.

Death to Putin.
2025-02-24(A) Jeff Waldon vs Nate Gregg American winVASL
2024-12-19(D) Indy Lagu vs Rob Oler German winI think this one looks tough on the US. Rob disagreed. I think that's
partly because he doesn't want to blame a loss on the scenario.
I think he is wrong on this one. The US have to fulfill two conditions:
exit and building control. Either one is very doable. Fulfilling both
is the challenge.

Most of the US forces came in east of the main road, with some
coming in west of it. I had a Marder looking right down the road,
and I think that made Rob a bit nervous. The US approach of
staying off the main road meant that the bulk of my No Move
Germans were bolted in place for three (or is it 4?) turns.

The US approach was safer, but ate up precious time. The east
edge reinforcements were hampered just enough by my screen.

In the end, the US would have easily taken all the buildings, but
could not get enough points off to win. One tank made it easily
off, but another bogged/mired, and his last hope was taken down
by a PF. To be fair, that last vehicle had a gauntlet of up to 10 PF
shots and a Marder shot to get through.

The US lost one tank to a 12 DR on an NMC, another to a DI shot,
one to a Marder, and at least one to a lucky PF.

Initially, it feels tough on the Germans. The US have much better
firepower, lotsa smoke, and lotsa tanks. It's by design as the US
victory conditions are quite difficult.

The US balance is that all German crews are inexperienced. We
agreed this would be a big change, and (as alluded to earlier),
one Rob did not think this was necessary.

I would certainly recommend this. Give the more experienced
player the US, as their job is more difficult.
2024-11-02(D) Eric Topp vs Mark Dennehy German winMy Marders were deadly and killed every Sherman that was in their LOS. Having said that, I set up a Marder in T14 without LOS to the US entry hexes because I forgot that the brownish hexes are the hill hexes! Mark had bad luck with his BAZ crews who kept missing the Marders. On turn 7, I walled up around the S15 VC hex. Mark had to commit his remaining Shermans against my Marder blockers instead of Exiting them so was forced to concede.
2023-11-01(D) Camille Garek vs Philippe DUCHON German winChaotic.
A lot of options for both sides.
You have to master bocage rules.
View all or balance report
ActionDate
Ibncalb Added a playing2025-08-07 18:09:44
jrwusmc Added a playing2025-02-25 03:04:11
Hutch Modified the misc. rules2025-02-02 19:26:44
Indy Lagu Added a playing2024-12-21 17:17:44
etopp Added a playing2024-11-02 02:10:18
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Statistics:
Avg Rating: 7.31Votes: 16
Views: 0
To-Play list count: 1
Estimated Play time: 10.3 hours
Recorded Games: 13
Archive recorded plays:
American5
German8
Drawn:0

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