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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Sergeant O'Toole Shines
Winter Soldiers #27
(Attacker) Germany vs United States (Defender)
Formations Involved
Germany 9th SS "Hohenstaufen" Panzer Division
United States 101st "Screaming Eagles" Airborne Division
United States 502nd Parachute Infantry Regiment
United States Army
Display
Balance:



Overall balance chart for WiSo027
Total
Side 1 2
Draw 0
Side 2 1
Overall Rating, 3 votes
5
4
3
2
1
3.33
Scenario Rank: --- of 913
Parent Game Winter Soldiers
Historicity Historical
Date 1945-01-03
Start Time 09:30
Turn Count 14
Visibility Day
Counters 66
Net Morale 0
Net Initiative 0
Maps 2: 22, 24
Layout Dimensions 86 x 28 cm
34 x 11 in
Play Bounty 150
AAR Bounty 165
Total Plays 3
Total AARs 2
Battle Types
Hill Control
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Severe Weather
Scenario Requirements & Playability
Elsenborn Ridge Maps + Counters
Winter Soldiers Base Game
Introduction

If the Germans were going to succeed around Bastogne it was going to happen quickly or not at all. The German transport system was breaking down and keeping their units fighting supplied was a struggle while the Americans were pouring men and material into the fighting. SS Hitler Youth and Hohenstaufen had recently arrived north of Bastogne and were to use their armor assets to overwhelm the paratroopers defending there.

Conclusion

SS Hohenstaufen attempted to do just that near the small Belgium town of Longchamps against a paratrooper battalion with little anti-tank capabilities. They had just five of their allotted six 57mm antitank available to combat the thirty enemy tanks arrayed against them. Undaunted Sergeant Joseph O'Toole of Vincennes, Indiana dug his gun in on a ridge just north of Longchamps and ripped the turret off the lead Tiger tank with his first shot (confirmed by the tiger's unit war diary). In the resulting confusion O'Toole claimed one more tank and the rest of the battery accounted for eight more before all the anti-tank guns were destroyed. When the remaining tanks supported the grenadiers advance bazooka fire claimed a few more. This broke the attack and 50 grenadiers were left on the field of battle while the 2nd Battalion suffered almost 120 casualties.

Additional Notes

I've designated the Tiger II as a an army counter as the 506th Hv Tank Batt is a Heer unit.

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).
  • 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

Display Order of Battle

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

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)

Longchamps - Fat Chance
Author thomaso827
Method Solo
Victor United States
Play Date 2016-01-03
Language English
Scenario WiSo027

My last Bulge Season game and my first game to use Tiger IIs. This scenario sees a large SS force - 15 Grenadiers, 3 HMGs, 3 81mm mortars, a 120mm mortar with tow, 2 StuG IIIGs, 2 Mk IVHs, and a King Tiger. The Germans must maneuver from north of the east-west road on board 22 and take as much of the 7 hex town on board 24, killing 8 or more steps and also kicking any US troops off the ridge north of the town on board 24. They have 14 turns to do that, and ice and snow conditions reduce movement by adding 1 to everything but light woods and woods, where the movement is increased by 2. The US have 9 Paras, 3 PMGs, 2 81mm mortars, an engineer and 2 57mm AT guns with their tows. I placed the majority of the US force in town with the AT guns front and center in hexes 0808 and 0709, with infantry and HMGs to either flank, the LTC with infantry and engineers behind so they can assist in any assaults without risking the engineers too early to DF or OBA, and placed 1 infantry with an LT to spot from the town on the ridge at 1105. The US get the VT Fused arty in this one giving their shots an up 3 against targets in the open, and the AT guns get a +3 to the first shot against an armor target. The SS lined up in 3 elements along the start line of the east-west road on board 22 with the Tigers central behind the German commander, the StuGs on the east side supporting the east element and the Mk IVs in the west supporting the western element. The slow movement meant that the US OBA had lots of opportunity to shoot at single target hexes with a 70+ column or at 2 target hexes with 42 on each. This did a lot of morale damage, which slowed down the eastern and central elements but caused no step losses for most of the game, but finally started having greater effect after turn 10. The German armor moved out ahead of the infantry, with the exception of the slow moving Tigers. AT guns in Longchamps exchanged fire with the StuGs and Mk IVs but lost the fight to DF and OBA while the German foot troops were still too far away to assist. On turn 13, the panzers got caught up in the fury of trying to take the town unescorted, and paid the price as 3 steps of StuGs and 1 of Mk IVs died in assaults, gaining the Germans nothing but a higher casualty rate. The Tiger 2 finally got into position to fire on the US troops in town on the ridge but failed to do any damage, let alone push them off the hill. Germans lost big, with 10 steps lost to only 2 for the 2 57mm ATs, and only 2 town hexes were contested at the end, and those probably would have been free of German armor in another turn with the German infantry still too far away to assist. Great little game.

Forgot to mention, if the US defends Longchamps without putting a large force on the ridge, the only way the Germans have a chance of getting into the city is to load up infantry on tanks and move quickly. A foot trek on a wide front has no chance of getting there. Put an assault force on the tanks and move everyone else on the road.

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Sergeant O' Toole did not Shine
Author filbox
Method Solo
Victor Germany
Play Date 2011-07-29
Language English
Scenario WiSo027

3 January 1945

The German push in the Ardennes is seriously hampered by the famous ‘NUTS’ declaration and as such Hitler is not really happy. He orders to get on with ‘things’ and that is why the Hitler Jugend and Hohenstaufen get the dirty job of clearing the road junction at Longchamps.

However the terrain looked like a badly maintained ice rink and looking at his Swiss wristwatch, the German commander realizes that time is of the essence. So he orders some footslogging units to mount the tanks, hitch a ride up the hill just north of the town and await the rest of the (iceskating) PBI .

As long as this little convoy was in the open, it got pelted with US artillery but most of them got through unscathed. The US paratroopers that were dug in on that same hill were no match for this armored assault, so they decided to use delaying tactics. They slowly started withdrawing towards Longchamps, leaving a strongpoint behind that defended the little hamlet on the ridge of the hill. However when they retreated, the paras found themselves in open terrain now and shells started bursting in their midst. Clearly the German artillery guys were better trained and paid, they scattered the US troops, whose moral broke fairly quickly.

Just before sunset, the Germans rolled into Longchamps without firing a shot. The boss should be most pleased. As for Sgt O Toole, he fired one bounce off and then left his gun behind to skedaddle out of Dodge!

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