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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St. Vith: The Devil's Own
Elsenborn Ridge #18
(Attacker) Germany vs United States (Defender)
Formations Involved
Germany Führer Begleit Brigade
United States 7th "Lucky Seventh" Armored Division
Display
Balance:



Overall balance chart for ElsR018
Total
Side 1 8
Draw 0
Side 2 1
Overall Rating, 8 votes
5
4
3
2
1
3.13
Scenario Rank: 667 of 913
Parent Game Elsenborn Ridge
Historicity Historical
Date 1944-12-20
Start Time 08:00
Turn Count 24
Visibility Day
Counters 48
Net Morale 0
Net Initiative 1
Maps 2: 22, 25
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 84
AAR Bounty 165
Total Plays 9
Total AARs 2
Battle Types
Exit the Battle Area
Rural Assault
Surprise Attack
Conditions
Hidden Units
Off-board Artillery
Scenario Requirements & Playability
Elsenborn Ridge Base Game
Introduction

Ordered to attack St. Vith, Col. Otto Remer of the Fuhrer Escort Brigade had his own ideas - a political soldier, he hoped to attract even more of his adored leader's favor by reaching the Meuse River before any other unit. He therefore brought his brigade around the town's northern perimeter and attacked a weak spot in the American lines. If successful, Remer's brigade would bypass St. Vith completely and race into the rear areas.

Conclusion

Remer's dreams came to a crashing halt in the form of 90mm shells from the 814th Tank Destroyer Battalion. The new, speedy M36 vehicles ambushed the German tank column and shot up its leading vehicles. The German attack fell apart and Remer pulled back to wait for the rest of the brigade to arrive before making a renewed (and unauthorized) dash for glory.


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
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)

Display Order of Battle

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

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 41

All SS PzIVH tanks should have a movement of 8.

(Shad on 2010 Dec 15)

Display AARs (2)

A near run thing
Author Poor Yorek
Method Solo
Victor Germany
Play Date 2012-03-18
Language English
Scenario ElsR018

Four of five for the St. Vith mini-series (only St. Vith: the fall to go!).

This scenario was a bit of a challenge playing solo given that there is a hidden unit criterion, specifically the US M36 unit which, in no small part (along with initiative) is the key to this encounter. Also, just a meta-game warning: the Germans have sufficient units to "sweep" the board looking for the hidden M36 (they can go empty, unit-unit, skip two, unit-unit and cover the board width so that the hidden M36 in LT could be flushed out). I chose not to pursue that approach. I did play the Germans as being perhaps being alerted by intelligence that the new American tank destroyer had been deployed. So the PzIVH's were very cautious.

Note: winter fields played as per Winter Soldiers rules: as open terrain as far as LOS/LT, but with movement as per "fields."

US set up for Board 25: 2xINF dug-in at 0702 (guards western edge) and 2xINF in 0608 holding the crossroads. The M36 was dug-in and hidden at 20-m, lightwoods 0307. US set up for Board 22: 57mm dug-in at "field" 1006; HMG dug in at 0701 (guarding the exit hex); 2xINF in town 0809.

The US plan was to hit the German armor as it passed southerly, essentially from "behind" by the M36 (and possible cross fire bonus from the 57mm).

Turns 1-6: Germans attack/clear board 25 of the two US blocking forces using a weaker group to the west and the stronger down the N/S road. Germans had lost four steps (US OBA was wicked) whilst the US lost seven. The lieutenant leading the last US INF on the western edge dug-in position won a DSC disrupting a PZIV-H platoon, the German leutnant; and demoralizing an entire platoon of Fuhrer Escort troopers. The panzers were so flummoxed that they required four turns to recover morale. Their story is that they took an hour to bury with honors the brave American lieutenant.

What was really interesting is that a reduced US INF unit fled from the defensive position holding the crossroads, but, due to the Heer dispositions around it, had to flee right towards the lurking M36! The Germans sent a platoon/ldr after it expecting to drive it off, but they recover morale. So there was this odd exchange of fire within 400 yards of bristling armored death. Eventually the US platoon did get demoralized, and fled to the SW and (I reasoned!) the German unit returned back to the road (just not adjacent to the M36's, of course) figuring that their comrades in the western battle group would deal with the fleeing Americans.

The Heer major commanding was smarter than his brigade commander. There had been no sign of the vaunted US armor, but before him stretched about 1000 meters of open terrain with a few scattered villages. His operations officer reported some strange goings on with the panzer platoons to his west. It seemed literally an hour before he could begin his simultaneous advance southerly emerging both out of the western light woods and down the hill along the main road. He could see from his 40m vantage that the US had a roadblock set up at his objective, the western road branching off about 2000 meters away to the south.

The panzers having advanced about half way through the open terrain when all hell breaks loose for the two platoons advancing along the road. Tanks exploding violently and no muzzle flashes from anywhere ahead! A grizzled Heer veteran oberfeldwebel commanding a platoon of the western forces had his head up out of his turret: he heard the low blasts arising from his left -- too close and too low in pitch for his comrades. "Achtung panzer! Biegen sie links ab!" The 75L48 was a fine gun, but the Americans were at higher elevation; dug-in; and at a range of 1200 meters. Fire!

In game terms, the US shooting was actually rather poor with no shot getting a full unit kill. After three turns. the M36 platoon was in flames, but fifteen mark IVs were burning along the N/S road and the remnants of one platoon were fleeing off to the east.

This was the US's one shot. The remaining panzers and grenadiers could regroup and, save for some distressingly accurate American artillery, take out the remaining US holding forces (2xINF + 1xHMG). Eventually, the Fuhrer Escort forces exited five tank steps and thirteen steps of infantry for a clear (major) German victory.

NOTE: Had the US gotten initiative on the turn following that in which the M36 opened fire (the panzers having moved previously) and/or had the US gotten in a full unit loss, the story might have been different. As it was, the two PzIVH platoons were shooting at a net +1 vs. the dug-in/higher elevation/range > 5 hexes) ... they rolled (net), 8, then 9, then 10! (sigh of relief); then 4. The US even made the morale check, but then missed the return fire! Turn after, step exchange and it was all over.

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Lost AAR
Author campsawyer
Method Solo
Victor Germany
Play Date 2011-11-22
Language English
Scenario ElsR018

Somehow the play was lost for this one. Germans won by bypassing the Americans in the town. The scenarios needs somemore to the VC's to keep the Germans coming toward the towns, easy win for them.

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