Panzer Grenadier Battles on June 2nd:
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Breaching the West Wall
Spearhead Division #1
(Defender) Germany vs United States (Attacker)
Formations Involved
Germany 9th Panzer Division
United States 26th Infantry Regiment
United States 3rd "Spearhead" Armored Division
Display
Balance:



Overall balance chart for SpDv001
Total
Side 1 4
Draw 0
Side 2 6
Overall Rating, 11 votes
5
4
3
2
1
4.45
Scenario Rank: 14 of 918
Parent Game Spearhead Division
Historicity Historical
Date 1944-09-13
Start Time 13:00
Turn Count 18
Visibility Day
Counters 64
Net Morale 0
Net Initiative 1
Maps 2: 22, 24
Layout Dimensions 86 x 28 cm
34 x 11 in
Play Bounty 154
AAR Bounty 159
Total Plays 10
Total AARs 3
Battle Types
Inflict Enemy Casualties
Urban Assault
Entrenchment Control
Conditions
Anti-infantry Wire
Entrenchments
Minefields
Off-board Artillery
Reinforcements
Smoke
Scenario Requirements & Playability
Elsenborn Ridge Maps + Counters
Spearhead Division Base Game
Introduction

Though undermanned, the West Wall (also called the Siegfried Line) presented a significant obstacle to the advancing Allies. To make matters worse there were signs that the German Army was recovering from the summer's disasters and making a concentrated effort to fully man the West Wall before the Allies could rectify their supply problems and mount a proper attack. So on September 13th, despite a worrying low gasoline reserve, the Americans went forward.

Conclusion

Task Force Doan's first attack had been beaten back until the afternoon, when the Americans discovered a dirt road that had been filled in by locals because the dragon's teeth had been too difficult for them to traverse with their wagons. The tanks quickly exploited this opportunity but the infantry was unable to follow due to heavy small-arms fire. Another nest of pillboxes was soon discovered and the cover there allowed German infantry to work close to the Americans and destroy four of the tanks. The Americans endured more bad luck when the 394th Sturmgeschütz Brigade chanced upon them while seeking to engage Task Force Lovelady. The assault guns quickly destroyed six more tanks, leaving the task force with only half of its original twenty. A call went out for assistance and soon two more platoons of Third Division tanks and a battalion from the First Infantry Division were on their way to help. In heavy fighting the Americans were able to push through the strongpoint and reach Nuetheim.


Display Relevant AFV Rules

AFV Rules Pertaining to this Scenario's Order of Battle
  • Vulnerable to results on the Assault Combat Chart (7.25, 7.63, ACC), and may be attacked by Anti-Tank fire (11.2, DFT). Anti-Tank fire only affects the individual unit fired upon (7.62, 11.0).
  • AFV's are activated by tank leaders (3.2, 3.3, 5.42, 6.8). They may also be activated as part of an initial activating stack, but if activated in this way would need a tank leader in order to carry out combat movement.
  • AFV's do not block Direct Fire (10.1).
  • Full-strength AFV's with "armor efficiency" may make two anti-tank (AT) fire attacks per turn (either in their action segment or during opportunity fire) if they have AT fire values of 0 or more (11.2).
  • Each unit with an AT fire value of 2 or more may fire at targets at a distance of between 100% and 150% of its printed AT range. It does so at half its AT fire value. (11.3)
  • Efficient and non-efficient AFV's may conduct two opportunity fires per turn if using direct fire (7.44, 7.64). Units with both Direct and AT Fire values may use either type of fire in the same turn as their opportunity fire, but not both (7.22, 13.0). Units which can take opportunity fire twice per turn do not have to target the same unit both times (13.0).
  • Demoralized AFV's are not required to flee from units that do not have AT fire values (14.3).
  • Place a Wreck marker when an AFV is eliminated in a bridge or town hex (16.3).
  • AFV's do not benefit from Entrenchments (16.42).
  • AFV's may Dig In (16.2).
  • Open-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables, but DO take step losses from X and #X results (7.25, 7.41, 7.61, BT, DFT). If a "2X" or "3X" result is rolled, at least one of the step losses must be taken by an open-top AFV if present.
  • Closed-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables. Do not take step losses from Direct or Bombardment Fire. If X or #X result on Fire Table, make M morale check instead (7.25, 7.41, 7.61, BT, DFT).
  • Closed-top AFV's: Provide the +1 modifier on the Assault Table when combined with infantry. (Modifier only applies to Germans in all scenarios; Soviet Guards in scenarios taking place after 1942; Polish, US and Commonwealth in scenarios taking place after 1943.) (ACC)
  • Tank: all are closed-top and provide the +1 Assault bonus, when applicable
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)

Display Order of Battle

Germany Order of Battle
Heer
  • Mechanized
  • Towed
United States Order of Battle
Army

Display Errata (2)

2 Errata Items
Overall balance chart for 20

The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 54

The movement allowance on the counters in Airborne is misprinted. It should be "3."

(rerathbun on 2012 Jan 30)

Display AARs (3)

It's a (hard) Stug Life
Author Blackcloud6
Method Solo
Victor United States
Play Date 2018-04-27
Language English
Scenario SpDv001

This is an interesting scenario as the timing of the reinforcements can determine the outcome. The Americans attack with the Sherman company rolling up and blasting the forward entrenchments. the Landschutzen couldn't stand up and simply fled. Then the tanks met up with the 1st Bn 26th Infantry which came in before the rest of TF Doan. Together the two formations rolled up the hill SW of Nutheim and easily dispatched the Germans there and then moved on to Nutheim and assaulted it on the west flank as the Germans had wire and mines covering the south of town. The Stugs were late coming in so the Shermans had time to soften up the defense and allow the infantry to gain a foothold. The Stugs finally showed up and had furious but brief battle with e 75mm Shermans. Both sides lost half their AFVs in that fight but the M10 Platoon and M4/76 platoon moved up and killed off the Stugs. Then it was reduction time and the Americans ground down the Germans taking all but two hexes of Nutheim. it ended in an American Major victory, 39 to 13. I think if the Stugs showed up early, they might have defeated the 75mm Shermans and fight would have been closer. Note I played this with the option armor value of 4 for the Shermans.

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Spearhead Blunted
Author Poor Yorek
Method Solo
Victor Germany
Play Date 2021-02-06
Language English
Scenario SpDv001

Meta-gamed Observation: the dice were just terrible for the US.

Set up: ENT & Mine B22 0704 and 0604 respectively; HMG (red) + Gren (red). Roadblock at the bend by the fields. ENT at B22 0104 to interfere with eventual 1ID board entry (Gren(r)). On B24, hexes 0502; 1102; 0806. The 1102 hex was two hexes in front of the small hamlet on the hill and held a LT+HMG+Gren. This and the hamlet were the key blocking force vs. 1ID. Some mines and wire and dug-in troops held the road/slope area of B 24. A couple of red units and the 2x81mm were in Nutheim (which could just reach the board edge to protect the ENT in 1102.

Reinforcement entries: Heer StugIII's arrive Turn 5; US both sets arrive on Turn 7.

Early turns involved US armor on-board attacking the x2 ENT on B22. The US M10 rolled over the (played as "hidden" minefield, but rolled a '1' so no effect. US DF rolls both '7'. tl;dr the Landesschutzen held out until turn 5.

German reinforcements arrived on Turn 5 and promptly established overlook positions on the B24 slope. US armor mostly hides in fields.

Turn 7 US reinforcements (both sets) finally arrive. US tanks assault the ENT in 0104 to establish an assault hex so that off board 1ID can enter, but are themselves destroyed by StugIII fire.

My Heer-hat decides to be aggressive and moves a StugIII + Gren + LT up to spot the US armor in the fields before US reinforcements can arrive (and maybe park that Gren in the otherwise empty ENT). This, of course, invites US AT fire and the other Stug's reply. After a few turns of this combat, the Germans lose that attacking Stug whilst the Gren flees back north; the US loses 5-6 steps of armor.

The US Big Red One just has a terrible time. The US major and one company get an early morale failure from the Heer's OBA and/or mortars. This disrupts the early softening up of the ENT hex. Another company (INF) tries to infiltrate along the board edge towards the hilltop hamlet, but likewise are morale defeated. Meanwhile, the HMGs finally get into place.

Turn 11, US rolls a logistics shortfall (optional rule) during FoW. This, just as the 3AD's armored infantry and the Jumbo + M4/76 arrive to scare off the Stug (after some exchange of fire). The German OBA and mortars continue to inflict morale failures on various 1ID units.

Turn 13, US now ready for two major attacks: a 1ID assault finally on the ENT in 1102 and the Dug-in (Wire hex) in mid-board on the hill line using the Jumbo and the 3AD armored infantry.

In the latter, the lone (regular army) Gren + CPT get initiative and roll a '12' against an adjacent hex; the X result and demoralizations wreck a good part of that attack.

In the former, the US finally reduced and demoralized the Gren. So for the assault we have:

Heer: 9-1-1 LT + HMG (GO) + Gren(r,d). So first fire on the 13 col. US: 9-1-1 CPT + 9-1-1 LT + HMG (GO) + ENG (GO) + INF (GO).

German first fire on the 13 col (leader col +1) => M2. I proceeded to roll down the US line: 10; 10; 9; 8; 9. So both leaders demoralized, which now prevents assistance to the personnel units (8/6) which are demoralized; disrupted; demoralized respectively.

Given this carnage; the US in the midst of an ammunition shortfall (making any further "softening up" all the less effective) and that only five turns remained (and US units would have needed four turns just to get to Nutheim), I called it a day ... the US withdrew back to lick its wounds and resupply. The Germans offered pleasing sacrifice to the pagan god of the dice.

PS I do not have any notes of the US OBA having any material effect. No X results and the Germans either made or recovered from any morale failures.

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Breakthrough and Liberate Nutheim!
Author treadasaurusrex (United States)
Method VASSAL
Victor United States
Participants Col. Sonichu
Play Date 2024-06-02
Language English
Scenario SpDv001

This was a 6-session play-through with the clever & adroit Col. Sonichu, leading defending elements of the 9th Panzer Division & Landeschutzen reservists. I led attacking elements of the CCA, 3rd Armored Division (TF Doan) and part of the 1/26th Infantry (1st Infantry Division). Both sides drew better than average leaders. We used the FOW, smoke/illum, hidden units, extended assault, tank riders and excess initiative optional rules in this play-through. We also utilized these three house rules: Road Movement for Mechanized & Foot Units All FOOT & MECHANIZED units may move on roads at the rate of 1/2 a Movement Point (MP) per road hex, just like MOTORIZED units. Unfortunately. we did not use the extended assault rule, 2) Standardized Movement for Mechanized Units - All mechanized units may move through clear hexes at a movement cost of only 1 movement point (MP) per hex, instead of 1 1/2. Add one to this cost if moving up, across, or down slopes hexes, and 3) Enhanced Anti-Tank (AT) Gunnery & Hidden Emplacement, Unless prohibited by special scenario rules, ALL dedicated, dug-in, entrenched, or town-occupying, towed AT gun units including Self-Propelled AT guns may fire in opportunity fire (OPFIRE) TWICE just like tanks in the standard rule set. For example: dug-in, German PaK 36 (37mm); or British 6-pdr towed AT gun platoons would therefore be able to fire TWO times per unit in OPFIRE situations. In addition, towed, or self-propelled, AT guns always begin scenarios in HIDDEN mode (see Optional Rules for Hidden Units; Plotting Position; Revealing; and No Hidden Units Specified on Page 37), if allowed to dig-in, or are entrenched, or town-occupying. All the initial German units were deployed hidden. We both felt that this rules set was optimal for this scenario and recommend it to others who play it in the future.

The initial session (game turns 1-5) featured a great deal of American maneuver with the very fast, but vulnerable, M-10 unit in a high-risk probing & scouting mission that lasted until the end of the 4th game turn. At that point, this most intrepid, but doomed platoon, had discovered the bulk of the Axis forward-deployed units, revealed a decoy minefield, captured a Lieutenant, and identified 3 manned entrenchments. The TD unit’s luck ran out when the lone, Jerry AT gun got a hit, ending their movement and prompting some furious German grenadiers to sally, trap and destroy the unit in close assault. Posthumous Silver & Bronze Stars, plus Purple Hearts all around for this courageous outfit! The first batch of US reinforcements were delayed until game turn 5 when they entered on the south edge of Map 22 – without motor transport. The step losses by the end of the session were: 2 for the Germans, and 4 to the attacking GIs. The victory point total was: 4 to the German side and 3 for the Americans.

Our costly – and likely decisive – second session (game turns 6-10) was a relatively grim one for the advancing GIs, that began well with the capture of the last Axis entrenchment on Map 22, but rapidly went downhill from there, as emplaced German firepower began to tell. The German combined arms reinforcements entered in game turn 6, while delayed US reinforcements did not show up until game turn 8, which was probably too late to accomplish the central mission of liberating Nuthiem. US step losses mounted fast, beginning with the loss of the sole M-4/76 tank platoon to accurate, long-range Germans armor piercing fire by the STG-IIIG self-propelled, AT guns, followed by the halving of 2 infantry platoons in opportunity fire on the well-defended, southern ridge on Map 24. An intended US envelopment of the eastern German stronghold on this ridge, was seriously diminished and disrupted be superb Axis standoff fire. The updated victory points were now: 32 for the Third Reich and a mere, 6 for the stumbling American side. A combined FOUR combat 7-die rolls were thrown.

The fun and high-maneuver, third session (game turns 11-12) featured the consolidation of the American attack into a strong left flank advance on the German-held village in Hex 24-1105; a series of mostly inaccurate long-range AT shots by both sides; intense close-quarter fighting on the western portion of the long, east-west ridge that consumed a platoon of Jerry STG-IIIG SPAT guns and an stubborn, dug-in 50mm AT gun. Both sides had decent luck in morale recovery and OBA die rolls. The right flank American approach on the ridge was blunted, but not stopped by heavy defensive fire of the trapped German defenders. The victory point tally was now: 36 for the German side, and a mere, 12 for the advancing Americans. A combined SEVEN combat 7-die rolls were thrown this session.

Our very entertaining, but costly, fourth session (game turns 13-15) featured whimsical interference by the PG fates as strings of very bad and/or very good die rolls affected both sides. In the main, the German defenders had great luck in their initiative rolls & morale recovery attempts, but significantly bad luck with artillery strikes and in the two close assault hexes. The scattered & disorganized Americans had luck with armor-piercing shots and eventually in each assault hex, but lousy bombardment and mostly failed morale recovery attempts. The FOW ended two of our game turns prematurely, which also served to further discombobulate the scrambling GIs on the north ridge, and delay their morale recovery attempts as they outran their supporting mortar units. Casualties were heavy in this session, with the Germans losing an additional 6 steps, plus 2 leaders, and the American side losing 2 more steps of infantry. The premature game turn endings contributing to the Yanks not being able to mount a better-sequenced attacks, and also to the loss of a second platoon of German assault guns, as the GIs slowly closed in on the south and west margins of Nutheim. By session’s end, the victory point tally was closing fast at: 30 for the Third Reich and 26 for the American side, with a single game turn left to play.

To be continued . . .

There were 6 FOW-shortened turns of the 18 played.

This was a somewhat gamey, but very-fun-to play & relatively quick moving scenario with many decision points & scope for ample maneuver by both sides. This one rewards fire discipline and thoughtful placement of wire, minefields and entrenchments on the part of the defending German player. We played this one as if the Jerries had set up a hasty defense, and with the GIs also mounting a hasty approach with a perilous, armored probe. I think that a rule allowing efficient tanks to also be able to spot for artillery would be a fine enhancement, to this, well-designed scenario that merits a rating of 4 or 5 in SOLO or SHARED play.

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