Panzer Grenadier Battles on February 24th:
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Prompt Response
Panzer Lehr #27
(Defender) Germany vs United States (Attacker)
Formations Involved
Germany 130th "Lehr" Panzer Division
United States 3rd "Spearhead" Armored Division

Overall balance chart for PaLe027
Side 1 1
Draw 0
Side 2 0
Overall Rating, 1 vote
Scenario Rank: --- of 609
Parent Game Panzer Lehr
Historicity Historical
Date 1944-11-24
Start Time 13:30
Turn Count 14
Visibility Day
Counters 51
Net Morale 0
Net Initiative 1
Maps 1: 24
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 144
AAR Bounty 163
Total Plays 1
Total AARs 1
Battle Types
Hill Control
Urban Assault
Hidden Units
Off-board Artillery
Severe Weather
Scenario Requirements & Playability
Elsenborn Ridge maps + counters
Panzer Lehr counters

Panzer Lehr's advance threatened to thwart American plans so General Eisenhower himself paid a vist to XV Coprs Headquarters. Missions quickly changed and Corps ordered the 3rd Armored Division to take Panzer Lehr in the flank. Outside of Baerendorf the men of the 53rd Armored Infantry Battalion formed a human chain to cross a freezing stream west of the village. They then threw themselves against the defenders on the high ground surrounding the village.


The engineers working behind the scenes quickly got American armor over the stream to assist in overwhelming the defenders. This tipped the balance in their favor. Even the German commitment of the just-arriving recon battalion couldn't alter the situation and soon the Americans held uncontested control of Baerendorf.

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
  • 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.
  • 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
130th "Lehr" Panzer Division
  • Mechanized
  • Motorized
  • Towed
  • Mechanized
United States Order of Battle
  • Mechanized

Display Errata (2)

2 Errata Items
Overall balance chart for 1230

Counter is mislabeled, this is actually a 75/41.

(rerathbun on 2013 Mar 06)
Overall balance chart for 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(Shad on 2010 Dec 15)

Display AARs (1)

Author Matt W
Method Solo
Victor Germany
Play Date 2012-10-10
Language English
Scenario PaLe027

Occassionally we all forget. My wife considers this to be the norm for me. In previous years she has called me "sieve-brain", offhandedly noting that some of the big things do get caught in my memory. One of the big things you would think would get caught would be the concept of concentration of effort in these scenarios. Apparently the holes in my sieve are increasing with age.

Lehr starts out with a scratch force on board facing a large American force complete with 3 platoons of Shermans. The Germans are tasked with defending the hilltop town in the north, the large town in the center of the board and the wooded hill to the south. They receive reinforcements on the first turn including some Pumas. The Pumas worried me as I didn't want to lose any Shermans to them.

I sent the Shermans to try to reduce the hilltop town and let the PBI deal with the large town. We would see about the wooded hill later if we had time (there are only 14 turns in the scenario so time is of the essence). This division of forces caused some serious issues as the Germans were able to buttress their town defense with halftracks and the Americans had few answers to that. It took several turns to move the Shermans back south (mud, of course) and by the time they got there the PBI had reduced the Pumas to inconsequential (reduced and demoralized).

Upon the arrival of the Shermans, the town assault became unstoppable. Unfortunately for the Americans the clock ran out before the Germans did and the Americans ended up with no objectives completely acheived, a major victory for the Germans.

This is certainly winnable for the Americans if you don't mess up like I did and keep your force concentrated. As in all Lehr scenarios, there are hidden forces which means that if you don't have comfort pretending that you don't know where the Germans are you should not play this one solo. The hidden units are critical to masking the defensive priority of the initial German setup and will determine the American initial thrust. I give it a "3" for solo play with a supposed "4" for ftf

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