Panzer Grenadier Battles on November 24th:
Invasion of Germany #39 - Huchlen Town Panzer Lehr #26 - Rauwiller Bump and Run
Panzer Lehr 2 #25 - Roadblock at Ischermuhl Panzer Lehr #27 - Prompt Response
Panzer Lehr 2 #26 - Rauwiller Bump and Run South Africa's War #10 - Gialo Oasis
Panzer Lehr 2 #27 - Prompt Response Siege of Leningrad #7 - Voibokalo Station
Panzer Lehr #25 - Roadblock at Ischermuhl West Wall #9 - Huchlen Town
Errors? Omissions? Report them!
Twin Villages: Valor and Sacrifice
Elsenborn Ridge #7
(Attacker) Germany vs United States (Defender)
Formations Involved
Germany 12th SS “Hitler Jugend” Panzer Division
United States 2nd "Indianhead" Infantry Division
United States 644th Tank Destroyer Battalion
United States 741st Tank Battalion
Display
Balance:



Overall balance chart for ElsR007
Total
Side 1 7
Draw 1
Side 2 3
Overall Rating, 11 votes
5
4
3
2
1
4
Scenario Rank: 59 of 586
Parent Game Elsenborn Ridge
Historicity Historical
Date 1944-12-18
Start Time 06:30
Turn Count 24
Visibility Day
Counters 79
Net Morale 0
Net Initiative 1
Maps 1: 23
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 89
AAR Bounty 141
Total Plays 11
Total AARs 4
Battle Types
Kill Them All
Rural Assault
Urban Assault
Conditions
Off-board Artillery
Scenario Requirements & Playability
Elsenborn Ridge maps + counters
Introduction

Repelled by the furious American defense and overwhelming firepower, the young SS volunteers of the Hitler Youth re-formed to assault the "twin villages" of Krinkelt and Rocherath again at dawn. They could not advance west without securing the vital crossroads, yet, as occurred at several other points during the Battle of the Bulge, the positions took on an importance completely detached from operational reality as men fought and died in and around the small stone buildings. The division committed its full panzer regiment.

Conclusion

Aided by their tanks, the panzer grenadiers finally made progress into the American positions, many of them taken only through point-blank cannon fire. But with the Americans having re-established communications with their artillery battalions, the massive rain of shells inflicted enormous casualties on the SS. At one point an American infantry company commander called artillery fire on his own position - a step that sounds dramatic in movies, but in practice is utterly devastating. All but 12 of the rifleman were killed. Around noon a heavy barrage allowed McKinley's battalion to pull back into the twin villages; close to 3/4 of his initial force had become casualties.


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)

Display Order of Battle

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

Display Errata (4)

4 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)
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 (4)

That took a while...
Author patman
Method Solo
Victor Draw
Play Date 2011-02-09
Language English
Scenario ElsR007

Well, this one was on my table for 7 months! To say nothing of the fact that I'm finally getting around to writing this up two more months later. My life is so busy that my gaming time gets squeezed into non-existence sometimes. I took quite a few pictures, I may put them up on CSW at some point.

But to the game: Hello, artillery! A scratch force of Americans has to hold two towns ("The Twin Villages") against a literal horde of SS. The one thing in the Americans' favor is a heaping helping of artillery: 5x24 plus 8x18. The task for the U.S. is to make sure the full weight of this barrage comes down on the Germans every turn. Sounds easy, but there are too many Germans for a "just hunker down in the towns" strategy to work. There needs to be some forward deployment to slow down the advance enough to let the barrages take their toll on Germans at the edge of the woods and in the open ground in front of the towns. (Oh, that's the other U.S. advantage, a narrow front of one board.) But there aren't many US units, and, significantly, not very many leaders either. A few too many leader losses and artillery spotting may become a problem.

I'll write a more detailed summary someday, using my pictures, but the gist of it was that the Americans somehow held on for the draw. They were able to disrupt each wave of attacks just enough to hold on to enough town hexes at the end. Had the game gone a few more turns the Germans would likely have taken the towns. There were some epic turns of events in the final few turns, including a point blank Panther assauls on US infantry in the southern town causing a 2X result, followed immediately by an artillery stonk demoralizing the Panthers! The Lt. Colonel recovering from demoralized to good order in one roll only to have his Inf. platoon shot out from under him next impulse. That sort of stuff!

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Pile 'em Up
Author Matt W
Method Solo
Victor United States
Play Date 2012-01-06
Language English
Scenario ElsR007

When using the SS in attacks one must accept, somewhat fatalistically, the prospect of huge losses. When the Americans have the size and scope of artillery that they have in this scenario, that expectation must be enhanced. When the area available to the Germans to deploy is restricted to one board and the cover is primarily provided by night rather than trees or towns the outcome is inevitable.

The Germans were not without some success, clearing one entire village and the outlying company of Americans which held the road to the villages. A bold, left hook by the Germans accomplished that much but their losses were such that they had few remaining infantry available to attack the second village and an assault with their armor would be insufficient to dislodge the Americans, especially given the availability of a platoon of M18s which would do much to the PzIVs which accompanied the Panthers.

After the 10th turn the Americans, who started with 2-3 deficit in troops, actually had a superiority of 5-4 in infantry, and retained sufficient armor support to hold the larger village. The availability of 5x24 and 8x18 artillery made this an interesting battle especiallly given the German superiority in armor. Using massed artillery strikes of 72, 3x48 and 32 the Americans shredded the German infantry advance. There appeared to be little else for the Germans but to be comforted with outperforming history, albeit at a tremendous cost.

I remain impressed with the ability of the system to portray such stunningly varied situations. The German attacks into massed American artillery provide a vivid example of the carnage which must have occured. I have heard complaints about PG as a system from advocates of other tactical game systems, holding that PG is just not "bloody" enough. Try out this scenario if you want blood. The losses were numbing to the German commander. I give it a "4" for the ability to provide an insight into the situation facing the Germans.

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Minor German Victory
Author CravenDumps35
Method Solo
Victor Germany
Play Date 2012-02-05
Language English
Scenario ElsR007

US ARTY fire caused heavy casualities to German grenadiers but could not prevent German Panzers from destroying US Armor. Spotters in outposts called in fire and eight Pz Gren steps were the first casualities of the scenario. All were eliminated by ARTY fire in the 0630 turn. By the 0715 turn the Germans had lost four more Gren steps but their Panzers eliminated one Sherman unit and one M-18 unit. By 0915 Panzers had destroyed all US Armor. No Panzers were eliminated by US Armor. Two Panzer steps were eliminated by 3" fire and three in assault combat. The Germans concentrated on the south town and took two of the three hexes. By the time the attacks on the northern town took place the Germans had lost so much INF they could not get column modifiers for combined AFV-INF assaults. Control of four town hexes total and two in dispute plus 16vps for destroyed US Armor offset the hugh Pz Gren losses inflicted by US ARTY. US 49vps Ger 57vps. Minor German victory.

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Twin Villages: Valor and Sacrifice
Author wkenney53 (13)
Method Face to Face
Victor Germany
Participants unknown
Play Date 2014-01-25
Language English
Scenario ElsR007

Started this game with my son in law, Steve, to get him into the system. He set the Americans up in the center of the main woods near the road in the area of hex 0811, 0911 and 0910, one dug in unit on the hills at hex 1109. He put three platoons in the village near 1006 and two platoons with leaders in the village at 0504. He put one AT gun at hex 0404 and the other at hex 1206. His armor was concentrated in the area of hex 0708. He put one M 4 platoon at hex 0409.

I sent a mixed Armor and Infantry force down the left side of the woods ( German perspective ), a light Armor and heavy Infantry force dow the main road hex 0717 to 0712, and a mixed Armor and Infantry dow the right side. The intent was to push the American center and force the American Armor to fight either the right or left prong. the German main effort was on the left.

The first turns were slow and the Americans picked off a few of my tanks with cross fire bonus opportunities. Steve would fire the tanks first and then the AT guns for the crossfire bonus opportunities. In the center we traded casualties due to Arty fire and then close range fire attack. My leaders showed their true mettle and we pushed the Americans out of the woods by mid game.

When the visibility improved the German tanks destroyed all the American Armor and then eliminated the AT guns. The Germans cleared the village at hex 0404 only after taking heavy infantry losses due to the US Arty. The Germans never took all the hexes in the other village by games end. Minor victory for the Germans. If this was a campaign game the Germans would be in trouble due to Infantry losses.

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