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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Return to Parker's Crossroads
Elsenborn Ridge #34
(Defender) Germany vs United States (Attacker)
Formations Involved
Germany 2nd SS "Das Reich" Division
Germany 560th Volksgrenadier Division
United States 3rd "Spearhead" Armored Division
Display
Balance:



Overall balance chart for ElsR034
Total
Side 1 0
Draw 2
Side 2 5
Overall Rating, 6 votes
5
4
3
2
1
3.33
Scenario Rank: 516 of 913
Parent Game Elsenborn Ridge
Historicity Historical
Date 1945-01-06
Start Time 16:00
Turn Count 36
Visibility Night
Counters 97
Net Morale 1
Net Initiative 1
Maps 3: 22, 23, 25
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 108
AAR Bounty 165
Total Plays 7
Total AARs 2
Battle Types
Road Control
Urban Assault
Conditions
Off-board Artillery
Severe Weather
Terrain Mods
Scenario Requirements & Playability
Elsenborn Ridge Base Game
Introduction

While the panzer divisions grew steadily weaker, the American armored divisions still at the front restored their strength as scattered task forces returned to the combat commands and repaired and replacement tanks arrived. The 2nd and 3rd Armored Divisions, larger than the other American divisions, line up side by side to grind the Germans under their treads. One fervently desired objective for the Americans was the crossroads of Baraque de Fraiture, where Maj. Arthur C. Parker had organized a courageous but futile stand in December.

Conclusion

Maj. Ernst Krag's battle group was about the only combat-worthy remnant left of the 2nd SS Panzer Division, and the Spearhead Division smashed them with gusto. "The SS were a bunch of murdering bastards," a veteran recalled 60 years later, "and we just devastated them." The Americans took the crossroads and crushed the SS group, unhinging German defenses to the west and causing even Hitler to realize that the two armies in the "Bulge" were in danger of encirclement.

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
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable
  • Anti-Tank Gun Carrier: half-track with anti-tank gun, NOT a Tank Destroyer
  • 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).
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.
  • Prime Movers: Transports which only transport towed units and/or leaders (May not carry personnel units). May or may not be armored (armored models are open-top). All are mechanized. (SB)

Display Order of Battle

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

Display Errata (4)

4 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)
Overall balance chart for 54

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

(rerathbun on 2012 Jan 30)
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)

Display AARs (2)

Bulge II: Elsenborn Ridge, Scenario #34, Return to Parker's Crossroads
Author JayTownsend
Method Solo
Victor Draw
Play Date 2010-01-01
Language English
Scenario ElsR034

Well here is the initial setup, with the Americans lined up to come on the Western edge and German SS defending up front & the 560th Volksgrenadiers defending the second line deep. To me it looks like the German won't have a chance, especially with the VT Fuse rule but the movement rule, due to snow will slow the Americans. All the Germans not in Town or Forest hexes are Dug In.

This scenario kind of reminds me of days of old, playing a game from another series, with all the American Sherman tanks, with 75mm & 76mm guns coming on the board.

This scenario was harder then I thought it would be. The Movement was a killer in that weather. Both sides came away with some sort of victory condition fulfilled, so it was a draw. Germans by steps and Americans by step and hexes controlled.

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Overwhelmed by the numbers
Author campsawyer
Method Solo
Victor United States
Play Date 2012-02-26
Language English
Scenario ElsR034

This was a interesting scenario but one that favors the Americans quite a bit. The Americans have the numbers in everything, infantry, tanks, OBA, leaders and morale. The Germans must fight some sort of defensive hit and run on the Americans as they will be overwhelmed by the numbers. Victory conditions help to try to balance the scenario with the Americans having to have road control and the Germans needing to kill American steps, but the German major victory will be very tough for them to hold onto.

The scenario starts with the Americans log jamming onto the board. The Germans try to take advantage by using there onboard artillery to go after the American Lt. Col. and they have some success. After two bombardments, a INF step loss and demoralization of the Lt. Col. But the American Major takes command and moves the infantry forward. But also on turn 2 the Germans unleash there initial defensive fire with remarkable effect, 12 American steps lost. Between the bombardment and AT fire by the STUGIIIG and a SK234/2 they stun the Americans with 3 M3 steps lost and 2 M4/76 steps. This is the most step losses in one turn that I have ever see. All the shots were right on target for the Germans and the Americans were left stunned and demoralized. It looks like the Germans just might get a minor victory, but after the recoveries the American numbers show there weight.

Two turns later the three M4's take out the German Stug and the American infantry maneuver into the town and drive out the artillery spotted. The SS troops look to try to get out of the town but DF disrupts them and they are killed by an American assault. To the south the remains of the now four M4/76s advance on the covering SS GRENs and with infantry support destroy them. The first line of defense is broken and the remnants pull back to the crossroads. But there was quite a few losses for the Germans that they cannot afford, the Stug, and two GREN's and the HMG plus two leaders make the defense harder.

The Americans regroup and push onto board 25. The second line is made up of VG units with lower morale, but they are dug in on the hill. But night has fallen and the Germans are hampered by the range reduction to fire. The Americans built a nice spearhead that advances up the road and charges the dugin GREN's. They are no match for the Americans and are lost at which point the SS STBNFR decides to pull back to the woods and wait for an opportunity to advance and cut the road. American M4/76 take care of the PZIVH and the other armor cars move back to try to save themselves. The Americans reach the crossroads by turn 15, but they need to press on to take the rest of the road on board 22.

The Americans regroup again, as now they need to deal with the remnants of the German defenders and capture the road. Three groups are put together, one to move on down the road, one to deal with the Germans to the north and one to deal with one in the south. The Germans have some GRENs and an armored car to the north, the onboard artillery and some GREN's and armored car to the south and at AT gun with an armored car strung out along the road.

The American road force consists of the M4's and a mounted INF company and they move out first. They encounter the AT gun just off the ridge on board 25 and the infantry dismount to deal with it. American OBA, which has been very ineffective throughout the game, just disrupts the gun. The INF's close and assault the gun and destroy it while the M4's advance onto board 22. They need to deal with the armored car and a lone GREN defending the road. They wait for there INF to advance from the gun assault and look to advance on the AC. The Germans don't have much defense from the American combined arms attack. The INF's close on the AC and American OBA disrupt the GREN. A quick assault pins the German AC and the M4's finish them off. The GREN is set fleeing after it is demoralized. This gives the Americans the road and Major victory if they can hold it.

To the north of board 25 the regrouped Germans look to advance on a weakly held section of the road. They start to advance back to the west to try to get behind the Americans. The American northern group of INF's, an M4/76 and the Scott. They begin to side step toward the west to keep themselves between the Germans and the road. Eventually they make contact and after sharp fight the Germans are rebuffed, but the American suffer two more step losses. Two more and the Germans have a minor victory. But the German force is spent with a step loss from the AC and the loss of another GREN.

To the south the remaining German make a desperate attempt to advance on the crossroads, but this fails too with heavy German losses. The Americans get an OBA shot with Germans in the open with VT fuses and wipe out the advancing GRENs. By game turn 32 the victory is for the Americans.

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