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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The Forgotten Battalion
Elsenborn Ridge #35
(Attacker) Germany vs United States (Defender)
Formations Involved
Germany 62nd Infantry Division
United States 551st Parachute Infantry Battalion
Display
Balance:



Overall balance chart for ElsR035
Total
Side 1 1
Draw 0
Side 2 5
Overall Rating, 6 votes
5
4
3
2
1
3.83
Scenario Rank: 155 of 913
Parent Game Elsenborn Ridge
Historicity Historical
Date 1945-01-07
Start Time 08:00
Turn Count 22
Visibility Day
Counters 71
Net Morale 1
Net Initiative 2
Maps 2: 22, 24
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 92
AAR Bounty 159
Total Plays 6
Total AARs 3
Battle Types
Urban Assault
Conditions
Off-board Artillery
Reinforcements
Severe Weather
Scenario Requirements & Playability
Elsenborn Ridge Base Game
Introduction

The 551st Parachute Infantry Battalion had been formed in 1942 and trained in jungle warfare in the Panama Canal Zone for combat drop on the French-ruled island of Martinique in the Caribbean. Sent to Europe when the island shifted to Free French allegiance, they had jumped into southern France in August 1944 and were with Seventh Army when they were summoned to the Ardennes as an emergency reinforcement. Despite massive losses, they pushed forward toward the town of Rochelinval, dominating the last intact bridge over the river Salm.

Conclusion

The "Goya" ("Get Off Your Ass") Battalion had gotten this far after days of limited sleep and rations and bitter hand-to-hand fighting, including a charge with fixed bayonets. The took Rochelinval in a bloody assault termed a "suicide mission" by their commander when he was denied artillery support. The 551st held, having lost 70 percent of its men - in Company A, only seven men remained standing. A month later the 110 survivors were distributed among units of the 82nd Airborne Division and the unit stricken from Army rolls. With its commander, Lt. Col. Wood Joerg, killed in action and battalion records destroyed, the battalion simply disappeared until 2001 when it received a Presidential Unit Citation for the stand at Rochelinval.


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).
  • 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
  • Towed
Luftwaffe
  • Leader
  • Towed
United States Order of Battle
Airborne
Army

Display Errata (2)

2 Errata Items
Scen 35

In the Victory Conditions, board 23 should read board 22.

(campsawyer on 2012 Feb 29)
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)

Display AARs (3)

Forgotten Battaltion
Author driddle01
Method Solo
Victor United States
Play Date 2011-04-10
Language English
Scenario ElsR035

A moderate scenario for Elsenborn Ridge. At first glance, it appears this should be easy for the Germans as they outnumber the Americans by almost 4:1. However, they have lower morale and 2/3 of their force enters as reinforcements over half way through the battle. Both sides start by advancing towards the towns on #24. The Germans reach the town first and set up to fire on the advancing Americans. The Americans set up a firebase on the northwest side of the town, and send a flanking force around the southwest. The Germans fire is ineffective for several turns. The US use their higher initiative to advance on the town, and set up for close combat. The US firebase disrupts the northern Germand forces, and the flanking force advance into the town and into close combat with the Germans. After several hours, the US forces eliminate the original German defenders, but the German reinforcements have not yet entered. The reinforcements do not enter until turn 17. They massive force begins to move towards the town, but with only five turns to regain all town hexes and evict the US forces, the task is difficult. The US is able to slow the advance and time runs out with the Germans unable to completely push all US forces from the town, so the US wins.

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On this day, the paratroopers weren't enough
Author J6A
Method Solo
Victor Germany
Play Date 2020-01-22
Language English
Scenario ElsR035

This is an interesting scenario. A small group of paratroopers, with 8/8 morale and initiative that never drops, need to take a town from some German Volksgrenadiers. There are 2 problems. One is that the VG will get to the town first. The second is that, starting about midway through the scenario, 2 battalions of reinforcements show up for the Germans. Of course, to win, the Paras only have to hold one town hex. Oh, did I mention that the only artillery the paras have is a pair of 81mm mortar units? The Germans have some OBA, although its not a huge amount. Snow limits visibility to 4 hexes, which is not a big deal as most of the fighting will be much closer than that. It does restrict visibility for OBA and the mortars, and the effects on movement have some effect.

So, the Paras assembled and came marching up the road until they were about 5 hexes from the town and then broke into attack forces. One platoon went towards the 1 hex town away from the main one, and the rest of the force headed for the main town. A big problem for the Paras in this one was that the Germans had a 10-2-1 leader, so there was massive firepower coming from the town. And the plan, which I knew would be bloody, fell apart quickly.

First, I should have sent 2 platoons to the 1 hex town. As is, the Germans sent 1 platoon and a leader to defend it, and got there first, and the assaults were on the 5 column vs. the 9 for the Germans. And, despite the Germans 7/5 morale, they refused to fail any morale checks (this was a theme through the scenario). So, they were still locked in assault when I called the scenario. Under the cover of smoke from the mortars, the Paras approached the town taking some casualties, and eventually forced their way into one town hex. 2 platoons and a leader circled around to the back of the town which was much more lightly defended to try to get in that way. The German platoons that were there took a low column shot at them and rolled snake eyes, and the Paratroopers were all demoralized. They fled and refused to recover for the rest of the scenario (I mean, they needed a 6 or less, you'd think they'd get it eventually). That was the high tide for the Americans. The Germans refused to fail morale checks (for the most part), they won initiative several times despite having a deficit in the base initiative each turn, and the US could not get more troops into the town.

The reinforcements came in on their 2nd eligible turn (turn 12), and I called the scenario. There was little chance of the Americans taking another town hex, and with 10 turns to just pound on the guys in the one town hex, it seemed unlikely they'd keep it. Plus, I needed the table for another game. :)

Despite the total failure of the Paras in this one, this was an interesting scenario. Without the 10-2-1 leader, the Germans, while still tough defending a town, are not as deadly. If the Germans don't roll that snake eyes when I'm trying to end-run the main force and the Paratroopers get another foothold, its a different game. If I send 2 platoons to the small town instead of 1, the Americans have another hex the Germans have to retake.

Although its a fairly static scenario (take the town(s)), I think this would be a good FtF scenario and could be played in just a few hours.

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The Final attack
Author campsawyer
Method Solo
Victor United States
Play Date 2012-02-29
Language English
Scenario ElsR035

Ending the plays of all the scenarios in Elsenborn Ridge, this one gives a chance for a small group of American paratroops to try to take an hold a town from worn out German Volksgrenadiers at the end of the Bugle fighting. The Americans have a eager PARA's advancing on a town without and support except their HMG's and MTR's. The have good morale and unwavering initiative, which will nearly guarantee they will be able to start each turn. But they must capture and hold a town. The Germans have the number of troops, 26 GREN's, but they have lower morale and only moderate artillery support. The leader draw was average for both side, no major leader bonuses and leader morale ranging with more 8's and 9's with a couple of 10's. Weather the a factor with movement and spotting.

The game starts with a race to the towns on board 24. The Germans win and establish a quick defense before the first American PARA's arrive. The PARA's are aggressive and attack the north west edge of the town before the HMGs and MTRs arrive. They are able to assault and trade a step for demoralizing both GREN's in the town. More PARA's move up and the demoralized GREN's are forced to flee and are lost to fleeing fire. The Germans try to quarantine the Americans to the one town hex while they wait for the reinforcements. But the Americans are on the move and the Germans cannot control all the hexes. The PARA's are able to get one hex on the north east side of the town as well. The American PMG's arrive and give more punch to try to consolidate their hold on the northern part of the town. Germans shift units to try to protect this and keep the Americans out of the other northern town hex.

The next major event is the awaiting the German reinforcements. Not until turn 15 do the reinforcements arrive. Rushed forward, they establish themselves in the town and look to assault the two American town hexes. Pouring fire and men into the two hexes the assualts stall with heavy German losses. The American PARA's shift good order units into the fights and keep the Germans out. The fight ends with 12 steps of GREN's and 2 steps of HMG's killed in desperate assaults against the PARA's. American losses were moderate with 5 losses in the end. But the Americans held the town hexes for the win.

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