Merely Hanging On WTO (id:#60488)
See Also: Merely Hanging On by Heat of Battlej9gegt
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)
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)
SM10: Not Apt to Drag Feet (HASL 12 - Drop Zone: Sainte-Mère-Église)
SM07: One-Man Wrecking Machine (HASL 12 - Drop Zone: Sainte-Mère-Église)
SM08: Without Thought of Numbers (HASL 12 - Drop Zone: Sainte-Mère-Église)
SM09: Confusion Reigns (HASL 12 - Drop Zone: Sainte-Mère-Église)
SM CG II: Liberation Road (HASL 12 - Drop Zone: Sainte-Mère-Église)
ASLN11: The Port-Filliolet Crossroad (Critical Hit #8.1)
FT75: Unexpected Fire (From The Cellar #13)
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)
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)
SM10: Not Apt to Drag Feet (HASL 12 - Drop Zone: Sainte-Mère-Église)
SM07: One-Man Wrecking Machine (HASL 12 - Drop Zone: Sainte-Mère-Église)
SM08: Without Thought of Numbers (HASL 12 - Drop Zone: Sainte-Mère-Église)
SM09: Confusion Reigns (HASL 12 - Drop Zone: Sainte-Mère-Église)
SM CG II: Liberation Road (HASL 12 - Drop Zone: Sainte-Mère-Église)
ASLN11: The Port-Filliolet Crossroad (Critical Hit #8.1)
FT75: Unexpected Fire (From The Cellar #13)
Designer: Chas Smith
Starter kit scenario?: Deluxe scenario?:
Balance:
GermanAmerican
Overview:
General von Schlieben was determined to stop the invasion in his sector, and to do so had to retake St. Mère Église, currently held by elements of the U.S. 82nd Airborne Division. The 1058 Regiment of the 91 Airlanding Division was committed on 6 June to retake the village, and moved south from the beachhead area. The grenadiers had to fight against scattered defenders through the hedgerows and were only able to gain Neuville, several kilometers north of St. Mère Église. They would continue the attack the following morning, and were reinforced by several artillery units, Army Sturm Battalion 7 and Panzerjaeger Battalion 709.Attacker: German (Elements of Grenadier Regiment 1058, Army Sturm Battalion 7 and Panzerjaeger Battalion 709)
Defender: American (Elements of 505th Parachute Infantry Regiment, 82nd Airborne Division and Company B, 746th Tank Battalion)
8 turns
Players: 2 OBA: German Night: NoUnit Counts: |
Squads: A:16.0 D:10.0 |
AFVs: A:4 GSW 39H(f) PaK x 4 |
AFVs: D:3 M4 x 2 M4(105) |
Guns: A:0 D:1 M1 57mm AT Gun |
Misc Rules: | BtB HBR. D: US 6-6-7/3-4-7s have underlined morale |
Map Board(s): |
Publication | Board |
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Beyond the Beachhead 2 | BFP-C |
Overlays: | NONE |
Errata (source)
German OB: The tank destroyer is the GSW39HPak with 75L (German Vehicle Note 103). | HoB |
The VC in the 2022 edition were inadvertently changed. The 2022 edition does not specify stone buildings for the VC. As confirmed by the designer, the VC are *stone* building control. | Designer |
Players wanting to play this game/Request a match:
Scenario info
Last Played:
Date | Reporter | Opponent | Bal. | Result | Time | Comments | |
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2025-01-25 | (D) Peter Palmer | vs | John Knowles | American win | This one was a lot closer than it should have been. John lost his OBA almost immediately and my M4 105 with all MGs operating was just lethal. In the end it still ended up in a fight for the P9 building (3VP) but John was unable to get past the volume of US small arms fire which left him unable to take the building . His Eastern flank attack saw all the SPGs KOed and the Sherman 105 although immobilised was just vicious in regards to the MG fire, particularly the AAMG. It's been a while since I played with Shermans and I'd forgotten how their MG FP is quite daunting if you are prepared to be CE. | ||
2019-07-27 | (A) Andy Goldin | vs | Jeff Buser | American win | I've played this three times as the Germans and lost each time. Of the three games, only one was kind of close. Assuming the American defends along the first line of hedgerows and the road is strongly held (as a competent defender would), the German has to run across the southern wheatfield and take the defender on the initial rush with his 548/7-0/LMG stacks otherwise it's unlikely he's going to get in position in time to deal with the reinforcing Shermans. Due to the crazy LOS, OBA isn't useful until you get out of the bocage. The German has to keep the observer up with his front line to have any decent chance of getting a halfway worthwhile fire mission. The German should, if possible, avoid using his SP ATGs against infantry but I've ended up doing it every time to try to get a penetration, and gotten poor results. If the attacker can get a penetration early on, he has a decent chance of winning -- or at least getting into the town. This requires decent rolls on fire attacks, MCs, OBA access, and so on... which is another way of saying the German had better have some good dice early on or he can pretty much forget about it. As the others wrote, the additional 9-1 gives the German a second kill stack but doesn't really move the needle in the overall game balance. I'm curious to see how the designers intended the game to be played, because obviously I'm not doing something right. Overall I'd call this scenario an interesting challenge but certainly not "fun". | ||
2019-07-26 | (D) Jeff B | vs | Andy Goldin | American win | 4.25 hrs | This one all about how quickly and safely the Germans can get up to and past the initial bocage defensive line. They must position their radio operator to immediately threaten the American defense. The Americans have more than enough firepower to stand up to them, so the Germans may have to sacrifice their Marders early to help in the cause. This could leave them in a bit of a predicament later though when the three M4s reinforce. In our game the American was absolutely devastating, knocking out the German sniper on Turn 1 and killing two 9-1s. The Germans also had terrible luck with both smoke and HE availability. Not to mention they couldn't pass a MC to save their lives. This one was over in 3 Turns. | |
2017-08-01 | (A) Chuck Dye | vs | Kevin Killeen | American win | |||
2012-07-15 | (A) Fred Ingram | vs | Jeff Coleman | German win | With 20 or so games for the Americans on ROAR compared against just 10 for the Germans, we decided to give the Germans the balance. I do not think swapping a 7-0 for a 9-1 really made much difference. The victory conditions look tantalizingly easy, but that is not the way it played. It was not until turn 4 that the Germans even had a LOS to one of the victory buildings. Moving through bocage where the enemy easily gains concealment is very slow going. As it turns out, the OBA for the Germans did not even come into play. The radio broke on turn 3 and then the observer also broke (basically removing it from play for the duration). Turn three was also a disaster for the German AFV’s. Two of them broke their main armament while the other two both ran out of smoke and HE ammunition. Turn 5 would finally show one AFV repairing its gun and the other getting recalled. Turn 4 was also a disaster for the American infantry with everyone braking except a squad with a MMG and a half squad in a forward building. Jeff was able to get them out of the mainstream to eventually rally on turn 6. Luckily, his reinforcing tanks cam on during his part of turn 4 and pretty well plugged up any gaps that were created (clever design). At the end of turn 6, the sides were even on AFV’s (2 to 2) and the Germans had captured 4 victory buildings. Jeff conceded as it appeared it was inevitable that the Germans would get at least 2 more and perhaps any more with 2 movement phases remaining. |
Action | Date |
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CloseAssaultPete Added a playing | 2025-02-07 12:10:30 |
hoxson1 Modified the gps location | 2024-02-07 17:30:35 |
Ibncalb Rated the scenario | 2023-03-05 10:10:43 |
Ibncalb Added Errata | 2023-03-05 10:10:25 |
Ibncalb Posted a comment | 2023-03-05 10:09:03 |
File | Description | User | Views |
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GSW 39H(f) PaK (GSW H39f marder I.png) | Image | hoxson1 | 952 |
(!germ-usa.png) | Image | hoxson1 | 942 |
(BtB2-Map.png) | Map Image | bkemp01 | 1176 |
(BtB2-Map.png) | Map Image | bkemp01 | 1194 |
Updated VASL Map (A.jpg) | Map Image | Fre20741 | 1234 |
(merely hanging N.png) | Map Image | hoxson1 | 845 |
Description | Uploaded by |
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Title | Author | Date |
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Errata for 2022 Edition (view) | Ibncalb | 2023-03-05 10:09:03 |
Description | Uploaded by |
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