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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Boxing Day
Elsenborn Ridge #28
(Attacker) Germany vs United States (Attacker)
Formations Involved
Germany 2nd SS "Das Reich" Division
United States 3rd "Spearhead" Armored Division
United States 75th Infantry Division
Display
Balance:



Overall balance chart for ElsR028
Total
Side 1 0
Draw 1
Side 2 5
Overall Rating, 6 votes
5
4
3
2
1
3.33
Scenario Rank: 522 of 913
Parent Game Elsenborn Ridge
Historicity Historical
Date 1944-12-26
Start Time 08:00
Turn Count 30
Visibility Day
Counters 66
Net Morale 0
Net Initiative 0
Maps 3: 23, 24, 25
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 98
AAR Bounty 165
Total Plays 6
Total AARs 2
Battle Types
Meeting Engagement
Urban Assault
Conditions
Hidden Units
Off-board Artillery
Scenario Requirements & Playability
Elsenborn Ridge Base Game
Introduction

Recovered from the deadly "friendly fire" incident of Christmas Day with additional tank reinforcements on their way, Task Force McGeorge made ready to resume its attack on Grandmenil. Meanwhile, the SS prepared to renew their own attack up the road to Erezee where they had been stopped by the green troops of the 75th Infantry Division. The two attacking forces met on the day after Christmas.

Conclusion

The two forces crashed together, with the Panthers getting much the better of the tank duel. But the SS grenadiers had suffered terrible losses among their junior officers and lost much of their unit cohesion. Timely reinforcements made the difference, and it was the Germans who fell back as American tanks captured Grandmenil. Capt. John Jordan and his crew joined the attack after having spent the night near the village - trapped behind enemy lines, Jordan simply parked his tank next to several burned or abandoned Shermans and the SS men never examined them. When the Americans returned to Grandmenil, Jordan radioed in reports of German movements and when his own division's tanks drew close he joined them.

Additional Notes

SS transport counters are available as a free download from Avalanche Press. If not using these or other SS transport from other games, players should use regular German army transport as substitutes.


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
  • 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
Schutzstaffel
  • Mechanized
  • Motorized
United States Order of Battle
Army
  • Towed

Display Errata (3)

3 Errata Items
Overall balance chart for 424

The reduced direct fire value of the SS HMG is 5-5 in Beyond Normandy and Road to Berlin.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 408

The Units in Beyond Normandy were misprinted with a movement factor of 5. The movement factor should be 8.

(rerathbun on 2012 Mar 21)
Overall balance chart for 408

Liberation 1944's counters are mislabeled 'PzIVF2.' The counter's ratings are correct (Armor 5, Move 8, DF 11-6, AT 6-8).

(rerathbun on 2014 Feb 14)

Display AARs (2)

Why should I attack if I have already won?
Author campsawyer
Method Solo
Victor United States
Play Date 2012-01-03
Language English
Scenario ElsR028

Another solo effort for Elsenborn leaves me wondering about the scenario victory conditions. The Americans get one more VP than the Germans for each town hex they occupy and with the setup each side has eight town hexes under their control, giving the Americans a 24 to 16 lead on turn 1 and a minor victory. This forces the Germans to attack and the Americans to defend and attack at will. So this left me a little puzzled but I still played.

The forces are general even, Germans have more troops, but the Americans have more armor, including a lost platoon of M4/76. The Americans have an edge with OBA, which was a big influence on the game. Leaders were average for both sides, for the Germans a good HPSTFR and OSTFR, for the Americans a good CAPT and LT's.

The setup has the American on the western boards of 23 and 25 and the Germans on 24. The Americans position a company of infantry in the crossroads on board 25 and the rest are defensively setup around the towns on board 23. The hidden tanks on 24 are marked with several blank counters. The German on board 24 setup on the road to force the crossroads on board 25 with the Panthers and PZIVH. Once that is taken they will look at the best approaches to the towns on 23.

Turn 1 starts with a dash up the road by the Germans. They reach the dug in Americans and are hit by devastating OBA, three step losses plus disruptions and demoralization's to their GREN's. The Panthers immediately single out the leader hexes with direct fire and disrupt some INF's. The Americans begin to fall back from the crossroads into the woods and call in more OBA keeping the Germans at bay. Recovery are in order for the SS and soon the GREN's are back on their feet.

Continuing their advance the Panthers move over the ridge with the GREN's go after the Americans company. Close quarters action in the woods leaves both sides bloodied with step losses. Again the SS leader need to recover their GREN's before moving out. Meanwhile the Panthers move slowly toward the towns but a pair of M4/76 cover the area of advance and with a hidden 3in AT lurking they wait for GREN's. But time is ticking away and nearly half the time has gone.

More American M4/76's appear and move to take advantage of the Panthers. The Panthers adjust there position and this stops the advance, but puts the Panthers out of support of any attack on the towns on board 23. The SS GRENs will have to do it on there own. The PZIVH moves to support the attack but is blindsided by the 3in AT gun that scores a hit. Demoralized the tanks retreat into the woods.

The German GREN's position as close as possible to the attack the first town, but American OBA is punishing and disrupt and demoralize the troops before they get started, leaving the SS leaders to rely on their own OBA. Several times the OBA is called in but the reduction for towns makes the 42 firepower shots ineffective. Finally a last desperate advance by the GREN's and one Panther makes it close to the the town, but leaves the flank open for the American M4/76's to dash by the attacking Germans and threaten the German rear. The Panthers give chase, but the speeder M4's make it through the woods before the Panthers. The stream runs out of the German assault as FoW rolls end the turns early. In the end the Germans reduce the American lead put it is too much for them to overcome.

This probably would have gone the other way if the VP's for the towns were the same, forcing the Americans to attack earlier in the game, but who knows another play can yield other results.

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Battle of The Bulge 2: Elsenborn Ridge, scenario #28: Boxing Day
Author JayTownsend
Method Solo
Victor United States
Play Date 2012-07-04
Language English
Scenario ElsR028

Kind of an odd scenario, as both sides should be engaging each other and the Americans start controlling 8 town hexes worth three points each to them on map 23 but the Germans start controlling 8 town hexes worth 2 points each to them on map 24, so if the Germans don’t engage they will lose. But map 25 is between them and the Americans can use most of it to setup and on a forested hill to boot. Artillery is a killer to both sides but especially to the Germans who must move through is. The hidden Sherman tank on map 24 makes no since with special scenario rule #3, as it will never come into play, as all the action will be on maps 23 & 25! Also, there is only 12 German Trucks in this scenario but they need 15, so I played it as is and just assumed three infantry units were on foot.

The Germans must attack and move forward on the map 25 where they are ambushed by Sherman tanks and some Infantry and then blasted with some off board artillery. Both sides also get points for eliminated units besides control of town hexes. On map 25 both sides take some step losses but by the time the Germans arrive on map 23 where the main battle will play out, they are much weaker and the Americans might receive reinforcements in a few turns, so the Germans try harder to take some town hexes on map 23 but the Artillery is raining down on the Infantry and the 76mm AT Gun puts a nice hit on one of the remaining Panther tank platoons.

American reinforcements arrives with more Sherman M4/76s and engages the left over German armor which is now pretty small after be ambushed on map 25 and then hit by AT Guns on map 23 and trying a bad assault. The German Infantry is about gone as fighting force so the Germans have to pull back. The Americans have 46 points to the Germans 40 point, an American Minor Victory.

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