Panzer Grenadier Battles on April 27th:
Arctic Front Deluxe #40 - Children's Crusade Broken Axis #14 - Târgu Frumos: The Second Battle Scenario 3: Sledge Hammer of the Proletariat
Army Group South Ukraine #6 - Consternation Road to Berlin #73 - She-Wolves of the SS
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Clervaux
Battle of the Bulge #14
(Attacker) Germany vs United States (Defender)
Formations Involved
Germany 26th Volksgrenadier Division
Germany 2nd "Vienna" Panzer Division
United States 110th Infantry Regiment
United States 2nd Tank Battalion
United States 707th Tank Battalion
United States 9th "Phantom" Armored Division
United States Army
Display
Balance:



Overall balance chart for BaBu014
Total
Side 1 13
Draw 4
Side 2 2
Overall Rating, 19 votes
5
4
3
2
1
3.42
Scenario Rank: 451 of 913
Parent Game Battle of the Bulge
Historicity Historical
Date 1944-12-17
Start Time 09:30
Turn Count 35
Visibility Day
Counters 49
Net Morale 0
Net Initiative 1
Maps 2: 12, 9
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 82
AAR Bounty 159
Total Plays 19
Total AARs 3
Battle Types
River Crossing
Urban Assault
Conditions
Off-board Artillery
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Battle of the Bulge Base Game
Introduction

In the early morning hours of 17 December 2nd Panzer Division's drive west was blocked at the river town of Clervaux. American forces consisted of the HQ of the 2nd Battalion, 110th Infantry Regiment (clerks, radio operators, staff officers, and assorted others a later generation would call REMFs) and an ad hoc platoon formed of men on pass in Clervaux.

Conclusion

Shelling of Clervaux stopped early in the morning and German infantry and tanks approached from the south. The tanks of 707th Tank Battalion shot it out with the panzers of 2nd Panzer Division. Three of the American tanks were quickly destroyed as were four German vehicles. Of course the Americans had only two left after the exchange and were forced to withdraw. By 1800 the Germans controlled Clervaux, driving the survivors of the garrison west. The German timetable had been upset and it could not easily be made up.


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
  • Anti-Aircraft Weapon Carrier: apply a -1 modifier to an air attack if within three hexes of the targeted hex (15.14).
  • APC – Armored Personnel Carrier: These are Combat Units, but stack like Transports. They can transport personnel units or towed units. They are not counted as combat units for the +1 stacking modifier on the Direct Fire and Bombardment Tables (4.4). They may be activated by regular leaders and tank leaders (1.2, 3.34, 4.3, 5.43). They do not provide the +1 Assault bonus (ACC).

Display Order of Battle

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

Display Errata (3)

3 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 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(Shad on 2010 Dec 15)
Overall balance chart for 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)

Display AARs (3)

Battle of the Bulge Scenario 14
Author triangular_cube
Method Solo
Victor Draw
Play Date 2017-01-16
Language English
Scenario BaBu014

This scenario shows a fully mechanized German force trying to take the town on board 12 from an American force with a bit of punch to it. That being said, the Germans still have a lot more of it. The Germans, however, do not have any OBA, so cracking the town, while crossing the river at bridges only becomes a bit more costly for them. Because VCs dictate the the Germans not receive 10 or more step losses to win, they have to play patiently, and get the most out of their tank units.

The Americans deploy with their AT guns in the lone town hex on the eastern side of the river, along with an INF unit and a LT with a combat modifier. The MGs guard the southern bridge with their M4s and the M16 guards the northern bridge. The remaining INF is spread throughout the town ready to fire on oncommers and deny easy crossings.

The Germans begin onboarding their units and are able to take the eastern town hex with their PzrIVs with GREN support. Their Panthers swing around to the north and force the M16 to pull back, but it is caught between the 2 tank bodies and is destroyed a couple turns later. The M4s share a similar fate. This opens up the approach to town for the SPWs which begin to fire on the Americans guarding the bridge approaches. Aggressive INF play from the Americans is able to eliminate a Panther step, and tie the unit down for most of the game. American reinforcing tanks begin to fire on the remaining Panther step to no effect, and are eventually brought down once the assaulting infantry finally give way.

The Americans got a couple "2" roles from their OBA which was able, in the long firefight, to bring the German step losses to 10. The Germans eventually take the majority of the town hexes for a draw.

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Darned if you do. Darned if you don't.
Author Grognard Gunny
Method Solo
Victor Draw
Play Date 2023-03-08
Language English
Scenario BaBu014

This scenario presents an interesting problem, you can either make a quick run on the town, necessitating extravagant casualties but "making up the time line" or one can take longer to take the town but miss the time line. SINCE the "timeline" was NOT a prerequisite for the scenario, the Germans chose to try to take the town early anyway. About the neatest thing the Germans did was to stage a double pronged attack across both bridges at the same time. About the best one could do. (P.S. I AM learning how to stage a decent defense in the face of overwhelming odds.)

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Clervaux
Author mikosevar (Germany)
Method Other
Victor Germany
Participants berghest
Play Date 2014-04-03
Language English
Scenario BaBu014

We recently started to play more regularly PG by email. This was the second mission we played this year, I had played in previously face to face with another opponent. I noticed then, playing the American side, how hard you could hit the Germans with the M16. This time however, I played the German side, and was able to dispatch the M16 with a lucky shot from the other side of the river. That, combined with a blown up M4 north of the road, to the east of the town, set the pace for the rest of the game. After that, it becomes a very hard game for the Americans. The Germans basically deployed in a semi circle around the town, always grouping leaders troops and a vehicle in a mix of 2-3 units per hex. Then I pounded on one specific hex in the south and another one in the north until casualties were inflicted and and assault could be mounted. At that stage is was clear there was no way for the Americans to turn the tide and we called it a day. Fact is, the Germans have 2 Pz IV and a Panther on their side, while the Americans have to make do with 3 M4's, 2 of which come on the table in reserves, and one needs to leave the table or the game is lost for them. Very, VERY hard one to win for the Americans I'm afraid, but still an enjoyable mission. 3/5

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