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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Quiet Persuasion
North Wind #8
(Defender) United States vs Germany (Attacker)
Formations Involved
Germany 21st Panzer Division
United States 14th "Liberators" Armored Division
United States 42nd "Rainbow" Infantry Division
Display
Balance:



Overall balance chart for NoWi008
Total
Side 1 0
Draw 0
Side 2 2
Overall Rating, 3 votes
5
4
3
2
1
3
Scenario Rank: --- of 913
Parent Game North Wind
Historicity Historical
Date 1945-01-09
Start Time 07:00
Turn Count 30
Visibility Day
Counters 147
Net Morale 1
Net Initiative 2
Maps 4: 10, 15, 6, 9
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 187
AAR Bounty 165
Total Plays 2
Total AARs 2
Battle Types
Exit the Battle Area
Inflict Enemy Casualties
Road Control
Urban Assault
Conditions
Entrenchments
Minefields
Off-board Artillery
Reinforcements
Scenario Requirements & Playability
Airborne - IE Counters
Battle of the Bulge Maps + Counters
Iron Curtain Counters
North Wind Base Game
Road to Berlin Maps + Counters
Introduction

Hans Luck, 21st Panzer Division's Commander, wrote a popular memoir that often buys him more credit with game designers and historians than is probably warranted. Gen Blaskowitz of Army Group G was no more pleased with Luck's performance, and excuses, than he had been with Feuchtinger - who, after all, was staring at a prison wall in Torgau by the time his division entered combat. Blaskowitz made personal appearances at both XXXIX Panzer Corps and 21st Panzer Division headquarters to remind Luck and his superior, Karl Decker that Feuchtinger's cell had two empty cots.

Conclusion

The 42nd 'Rainbow' Division had been sent into the line without its artillery or supporting units, but its raw inexperienced infantry fought under the command of 14th Armored with massive artillery support from 14th Armoured, 79th Infantry and VI Corps artillery battalions. The troops had also benefited from fortifications originally built as part of the French Maginot line. But thanks to Blaskowitz's intervention, the Germans attacked with renewed purpose and finally broke through, forcing 14th Armored to commit its tanks to seal off the breach. Heavy fighting would continue for close to weeks.

Additional Notes

Iron Curtain or Elsenborn Ridge will suffice, but the scenario does not require both.

Use strongpoints from either Airborne or Edelweiss, or download the U.S. Strongpoints from APL (http://www.avalanchepress.com/images/2007/U.S._Strongpoints.pdf)


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)
  • 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
United States Order of Battle
Army
  • Misc
  • Motorized

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 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)
Overall balance chart for 25

The M18 has a special rule in Battle of the Bulge but it applies globally: "A two-step M18 unit can fire one anti-tank shot and move half its movement allowance (retain fractions) in a single impulse. The order in which it does these two actions is the player's choice."

(Shad on 2010 Dec 15)

Display AARs (2)

Extremes in force
Author campsawyer (United States)
Method Dual Table Setup + Voice Chat
Victor Germany
Participants vince hughes (AAR)
Play Date 2014-04-19
Language English
Scenario NoWi008

This scenario is one of those odd ones that looks interesting as there are sooo many German tanks and sooo much American artillery and it is long enough for all to be in play. But there are some hidden balances that make it tricky for both sides as Vince and I found out with this one. For both sides there are some tough choices and many a time of gritting your teeth as there is nothing you can do, but each side has strength to hurt the other.

For the Americans, the massive amount of artillery gives you the ability to fire 3x56 on BF chart, which is quite the feat, but that is about all you have. You morale is a full point below the Germans making any morale checks nail bitters as well as trying to deal with the many Panthers and Mark IVH's that will be coming down the road. You do get a good bit of Shermans but they will not be able to stand up against the Panther hordes that will be nearly impossible to get flank shots on. Your choice will be to hit and run as much as you can and nibble away at the German advance and try to stay out of the mass so you don't rack up casualties.

There are a couple of courses for action on this, mine was to defend the town and the road as this gives the most points for the Americans. If the Germans do mount and attack on it, there will be a good bit of casualties on there side as well as a possible Panther or two. The other option is how to position your mines, I went with a forward defense to try to slow them in the woods, but my low morale troops just could not stand up and bring OBA on the Germans for to long. This took my mines out of the game early, but in another session it might have worked just right.

Once through the mines the Germans moved south east to try to get points for moving off board. My armored reinforcements moved up by they just cannot stand and fight with the German tanks and took a bit of a beating before moving off and lurking in the woods to give the Germans something to think about. At this point, it was an artillery game with the US lobbing 3x56 on German infantry and the Germans trying to demoralize the Americans.

Finally the Germans had to make there move and they have to get units off the board, but they leave some stragglers behind that the Americans look to capture. After several round of artillery this get the Germans shaken and M4's and infantry mop them up including the German Colonel. But it is too little too late as the Panzers have rolled passed the Americans to get the win but that have taken a beating for it.

Some final numbers for the fight, out of the 45 step losses for both sides 34 were attributed to OBA and 0 were attributed to direct fire. I believe this to be a first in PG games for me.

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Quietly Pulverised by 90 x 55col Bombardments And Yet .... An Unexpected Win ?
Author vince hughes (Germany)
Method Dual Table Setup + Voice Chat
Victor Germany
Participants campsawyer (AAR)
Play Date 2014-04-19
Language English
Scenario NoWi008

This game was played on Skype with Alan Sawyer. I apologise in advance for the long report, but it was a game of many twists and turns. It was chosen by random-selection and is probably the first chosen as such that I have been really disappointed with. Like all upcoming scenarios I have impending, I scanned the forces, initiative, morale, troops types and numbers and VC's. My heart sunk when I saw it was a 30 turn game where the US opponent would get 3 x 55col OBA per turn and yet I was 'armed' with just 15 GREN's as my main component. On the plus side, there were PzIV's and Panthers available, but like all armour, I figured these would need infantry support.

It asks the Germans to advance south along 2 x longways boards, with a front of 2 x boards. One end is pretty open using boards 6 & 15 (the latter has a big block of forest 3/4's up). The other side of the map is 2 x BotB boards with lots of woods and light woods. VC's are awarded for step losses (a big worry for the Germans against that OBA), road control (the Germans have to clear and hold a 2 board long road, the US need to have just one unit on it at game end). Town control and for the Germans, points for exiting off the south edge.

The German advance certainly got off to a fast start. Kicking off at 0700 hours with trucks, tanks and APC's, they chewed up around 75% of board distance by 0830 (turn 7). However, the Americans did funnel this advance somewhat as their forward minefields restricted certain avenues of approach to the Germans. More importantly, the Americans had made the target town pretty much a fortress. Protected in places by mines, GI's dug-in around the perimeter. Fortifications set up in its streets and 3" artillery guns and tanks positioned inside. Any hope of a serious capture attempt by the Germans under what would be the most intense OBA bombardment seemed a riduclous idea to even try. Furthermore, this town also covered the target road that needed clearing. This early advance by the Germans cost them just 4 steps in casualties and the US lost 3 steps. This would prove something of a mirage for the Germans as what was to come mid-game.

From 0830-1000 hours the Germans fruitlessly tried to form powerful firing lines to the north-east of the town in an area of light woods. Here they hoped they could lay down enough DF to start breaking the American front line in and around the town. Frantically, they had to pour fire into the town, but it was never at the level they were trying to achieve. The US LT COL was also holding his men well together here and their morale held up and casualties were very light. In this phase, the Germans suffered 10 step equivalents, including a PzIV step to just 1 American step (a gun). It simply was not working and to make things worse, the German engineers had been badly mauled in the bombardments, halving 2 x platoons. Any town fighting would be hamdicapped without them.

As German commander, it was obvious I was staring a major loss in the face. Always wanting to play at least 75% of any game turns allocated in a scenario, I set thought to minimising the loss to a minor defeat. I still had 17 steps of tanks and some fresh GREN platoons were making their way up front. With the town on my right flank, I eyed the left flank. There was some horrible horrible open ground to cross and this would make a target rich environment for US OBA. There were also some scattered US AFV's protecting parts near the large woodland on the left too. But ... but if I could get some of the men across plus the AFV's, I might score enough VC's to change the level of defeat rather than banging my head against the fortified town. But the change of tactics ought not to be too obvious for fear of the Americans releasing troops to block the left.

From 1015 hours, the German panzers began edging to the left, slowly driving a subtle wall between the right and left flanks. Meanwhile, German infantry and APC's began switching their line of advance to the left, leaving a small force to front the town as a feint of having interest in it. Before setting off across the open ground, I made sure that the US OBA of 3 x 55col attacks was expended elsewhere so as to give the 'exiters' a head start. Then, with the order passed, the race began! These troops received plenty of OBA attention and were also faced with an enemy tank force lining the edge of some of the forest. I backed the infantry with the Panthers so that if the American tanks fired at the GREN's, they'd receive a flurry of German 75mmLL. Realising the same, the US tanks backed off and the first of the German infantry reached the woods. From here on, it was a terrain hopping exercise, using fields, a lone village and woods to stay in limiting terrain. This had to be done by employing trucks when extra speed was needed over vaster stretches. The Germans also managed to force another village on the extreme left knocking out enemy tanks and AT. They also used their OBA when able to, to crash down on lone open-topped M18 tanks when the opportunity presented itself. By 1045 hours (turn 16) US steps losses had risen to 13 against 16 German losses.

1100 hours seemed to spell the end of German fortune. US OBA was pinpoint, claiming 7 steps in just 5 x bombardments. A hellish casualty count that almost drove me to believe the game was up. Unknown at the time, but this was to be the US high-tide. By then, the German exit strategy was in full swing and by using APC's and even trucks, the exiting was soon to begin. The Germans area of exit was in the far south-east corner where the other end of the forest ended near a field/farm area. Here the Germans kept piling their troops through whilst their tanks continued to police the front to the west, hoping the Americans would not try and make some kind of move to push through. They also took out some US AFV's when the chances presented themselves. Over the next two and half hours (till turn 28) the exiting trickled through. The German AFV's slowly pulled back in sections. As this went on, the Americans contented themselves with wiping out the 'feint' force that had been left to the front of the town.

By turn 28, the US conceded the battle. Although no accolades were given, for me, this proved to be a very unexpected and surprising win indeed. Especially from what seemed a hopeless position at the time. I didn't think they would have got the forces through to exit as they did and it also meant conceding 32 VC's immediately by forsaking the town and road.

The final tally of points went as this:

US - 12pts for holding the 6 town hexes 20pts for having at least one unit on the east-west road 35pts for German steps eliminated TOTAL 67pts

GERMAN 31pts for US steps eliminated 55pts for units exited TOTAL 86 pts

German Major Victory

For what seemed a close, tense game until the last 2 turns .... And it was ! I only rate this a '2'. Seems harsh, but in all honesty, with just 15 grenadier platoons with supporting MG's and ENG's, it really was not fun for that amount of time getting stiffed three times a turn with the 55col bombardments. In fact, it was quite a depressing experience simply because I could never raise a fight face to face with the enemy. It would have spelt death and defeat. Also, its an awfully long board when blocked by mines and the like to wind your troops through under that torrent. So despite the unexpected win, it was not my greatest PG experience. Alan on the other hand said he WOULD like to try it again and see how a different set-up and tactics play out. Whilst not wanting to play again, I would eye future head-to-head results with interest indeed. In fact, I'd quite enjoy hearing about another German players experience under that OBA with so few troops

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