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
Errors? Omissions? Report them!
Bad Road to Hastenrath
Spearhead Division #9
(Defender) Germany vs United States (Attacker)
Formations Involved
Germany 12th Infantry Division
United States 3rd "Spearhead" Armored Division
Display
Balance:



Overall balance chart for SpDv009
Total
Side 1 1
Draw 0
Side 2 3
Overall Rating, 4 votes
5
4
3
2
1
3.5
Scenario Rank: --- of 913
Parent Game Spearhead Division
Historicity Historical
Date 1944-11-16
Start Time 12:30
Turn Count 16
Visibility Day
Counters 51
Net Morale 0
Net Initiative 1
Maps 2: 22, 24
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 155
AAR Bounty 159
Total Plays 4
Total AARs 3
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Anti-infantry Wire
Entrenchments
Minefields
Off-board Artillery
Severe Weather
Smoke
Terrain Mods
Scenario Requirements & Playability
Elsenborn Ridge Maps + Counters
Spearhead Division Base Game
Introduction

Second and Third Armored Divisions had already deployed to England when the rest of the American armored divisions reorganized. This was unfortunate, as their tank-heavy organization made it very difficult for them to form effective combined arms task forces. On this day Combat Command B sent out two task forces, each containing a full battalion of armor supported by a single armored infantry company. Task Force Mills’ mission required it to subdue Hastenrath.

Conclusion

According to ordnance officer Belton Cooper, mines cost the Spearhead Division fifteen Shermans with the Germans destroying thirteen more. Despite the heavy tank losses and disappearance of their supporting infantry long before, four Shermans managed to reach Hastenrath but were unable to accomplish much. When fire from the town set another Sherman ablaze the tankers called it a day.


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
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
  • Self-Propelled Artillery: do not provide the +1 Assault bonus, even if closed-top (SB)
  • Anti-Aircraft Weapon Carrier: apply a -1 modifier to an air attack if within three hexes of the targeted hex (15.14).
  • 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.

Display Order of Battle

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

Display Errata (3)

3 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 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "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)

Display AARs (3)

Bad day for the Germans at Hastenrath
Author leonard (United States)
Method Face to Face
Victor United States
Participants unknown
Play Date 2018-02-21
Language English
Scenario SpDv009

The US Force mix is quite interesting ... and challenging. The American player (me !) has to control Hastenrath town hexes to win but with very few infantry and a rather large tank, TD and halftrack support. Add one 81mm mtr, one Priest and offboard art. Hastenrath is in the center of a board with one wooded hill to the west and a large field area on the east. The defender lays down a barbed wire barrier across the board in front of the town plus some minefields. 2 German infantry companies supported by 1 StugIV, 1 75 AT gun, 1 75 IG and 2 mortars defend Hastenrath. Since we play with nearly all optional rules (exc for Logistics shortfall), my opponent chose to hide the Stug and AT gun + some troops. Of course, I will use recon with I & R platoon and M8 armored car. I decide not to rush the assault : all tanks remain in ambush, the infantry use all covers to advance slowly and offboard artillery tries to kill the visible Germans. Oh and there’s mud ! So all the vehicles and infantry use a snail pace... Half the scenario goes like this ! M8 and I & R platoons discovered some infantry nests and the AT gun in the town eventually destroyed the courageous M8. Only the Jumbo was closing to the wire barrier. The M16 meatchopper and other halftracks were firing from 1 km away at German infantry and the full US infantry was flanking the city by the east slowly advancing in the fields. When my artillery finally succeeded to disrupt the defence, the US tanks moved to the hill west of the city. The Stug was hiding there but it only killed a half platoon of Stuarts. Some other tanks used move & fire to obtain cross fire bonus and the M10 TD killed the Stug. On the east flank, tank/infantry assault reached the city easily since all defensive fire missed the target. The rest of the game was mainly assaulting the city hexes with combined arms bonus. German dice rolls were not that good and except for some nasty panzerfausts, US victory was inevitable. Major US victory. Fun scenario.

0 Comments
You must be a registered member and logged-in to post a comment.
Hastenrath Smackdown
Author splat99
Method Solo
Victor United States
Play Date 2020-11-11
Language English
Scenario SpDv009

For my second run at Spearhead, I chose a scenario that took place in November 1944 (since we're currently in November): #9, Bad Road to Hastenrath.

With the seven-hex town being the major prize, the Germans concentrated there (though with too few troops to secure every hex strongly) and placed the minefields, wire and entrenchment to cover as much of the outskirts as possible. The 75mm ATG was dug in on the southernmost projection of the ridge west-southwest of town, while the StuG took position in the one-hex town at the tip of the east-southeast ridge. The Americans set up warily, with as much as they could fit inside town hexes (including the M10 and both M4/76's in the easternmost town on Board 22, within range of the StuG.

The Americans opened the ball by advancing a Sherman to within spotting range of the StuG, which of course drew fire. But the Sherman remained unscathed, and the fire from the more potent platoons in the town reduced and disrupted the StuG, which was eliminated by Turn 3 without causing any damage. But the other half of the forward German AT defense worked much better. A number of tanks were able to close on it with no damage, but when several charged in to assault (with a great deal of strength), somehow the gun - with one accompanying leader - held out the rest of the game, eventually blasting a couple of tank steps (by using its AT instead of assaulting.) Prior to being swamped, it had also destroyed a loaded M3, including a leader and one of the few ARM platoons.

Although the continued existence of the ATG platoon defied all odds, at least it was kept busy, and with the StuG gone - and soon after that the 75mm IG, with its limited AT capability - the remainder of the armor, and the loaded M3's, were able to close on the town. (Thanks to the mud, all advances were slowed, and the wire and minefields also presented additional delays.) Tank platoons formed several strong stacks (some joined with halftracks). Because there was so little accompanying infantry (as it was, the ENG was lost and the HMG spent most of its time recovering from bombardment-induced demoralization), the tank stacks had limited success in assaults against German infantry in the town, but several stacks became lethal close-range DF combinations. Meanwhile, the M10 and a couple of M3 platoons went after the German mortars, but - although both eventually had to flee their dug-in position - both of them somehow survived as well.

But that was close to all the Germans had left. At game's end, the Americans had worked their way through the wire, around the minefields and entrenchment, and had taken possession of 5 town hexes. A sixth was under control of a lone (albeit disrupted and reduced) GREN, and one hex was an ongoing assault between the remaining US ARM's and a reduced German HMG. Everything else, except the invulnerable ATG and the mortars, was gone, plus one leader. In fact, the Germans had as many surviving leaders (5) as combat units.

The Germans got 12 VP for US losses and 2 VP for holding one town hex. But the Americans scored 17 for German losses and 10 for 5 town hexes. The resulting 13-point advantage was a major victory for the Spearhead boys.

0 Comments
You must be a registered member and logged-in to post a comment.
Spearhead Division: scenario #9: Bad Road to Hastenrath
Author JayTownsend
Method Solo
Victor United States
Play Date 2021-12-07
Language English
Scenario SpDv009

Spearhead Division: scenario #9: Bad Road to Hastenrath

I needed to get a game in early this morning and picked what looked to be quick scenario from the Spearhead Division. I’ll make this a short AAR, as basically it is about controlling the Hastenrath town hexes on map 24 and step losses. The German setup defending on map 24, while American setup on map 22 in attack mode. The Germans have a small mixed force centered around a StuG IV and a 75mm gun, with minefields, wire and an entrenchment plus mud to slow the Americans down. The American have a large armor force but a small Infantry force and some good off map artillery.

With only 16 turns in mud, the Americans can’t afford to wait around and probe deep into the German lines to expose their main defensive assets. This where the Americans took most of their losses but once they takeout the German Stug IV and the 75mm guns, they can chip away at the remaining German’s Infantry forces with a ton of fire power. By turn 16, the Germans were destroyed or retreating and Hastenrath was in American hands.

The point totals were Americans 28 points to the Germans 12 points for and a American Major victory. Put that American M16 adjacent to any German Infantry stack with a couple more units and that hex is toast!

0 Comments
You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!
Page generated in 0.555 seconds.