Panzer Grenadier Battles on December 17th:
Arctic Front Deluxe #6 - Stalin's Giants Elsenborn Ridge #6 - Twin Villages: The First Night
Battle of the Bulge #12 - Fuller's Counterattack Little Saturn #7 - Buying Time
Battle of the Bulge #13 - The Missing Company Little Saturn #8 - The End of Hope
Battle of the Bulge #14 - Clervaux Little Saturn #9 - Scraping the Barrel
Battle of the Bulge #17 - Fuhren II Little Saturn #10 - Fighting Withdrawal
Battle of the Bulge #20 - The Greyhounds: 17 December Winter Soldiers #1 - Fuel Stop: Bullingen
Elsenborn Ridge #5 - Collision
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Mismatch at Jungersdorf
Siegfried Line #4
(Attacker) Germany vs United States (Defender)
Formations Involved
Germany 3rd Fallschirmjager Division
United States 1st "Big Red One" Infantry Division
United States 745th Tank Battalion

Overall balance chart for SiLi004
Side 1 2
Draw 0
Side 2 0
Overall Rating, 2 votes
Scenario Rank: --- of 588
Parent Game Siegfried Line
Historicity Historical
Date 1944-11-28
Start Time 08:45
Turn Count 18
Visibility Day
Counters 62
Net Morale 1
Net Initiative 0
Maps 2: 22, 23
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 145
AAR Bounty 163
Total Plays 2
Total AARs 1
Battle Types
Kill Them All
Urban Assault
Off-board Artillery
Severe Weather
Scenario Requirements & Playability
Cassino '44 counters
Elsenborn Ridge maps + counters
Iron Curtain counters
Siegfried Line book

The Fallschirmjägers who had earned the respect of the Americans in Normandy were few and far between in the hastily-rebuilt 3rd Division. It consisted largely of young conscripts who were ill-prepared to face a determined enemy, and most of their officers were inexperienced in ground warfare. The few remaining battle-hardened officers and NCOs had the unenviable job of leading the division in a drive to push the enemy out of Jungersdorf.


The green Fallschirmjägers were game and almost managed to force their way into the town, but the tough American 1st Infantry Division was in no mood to give up their hard won gains of the last few days. The German advance ground to a halt, and with confusion reigning in their ranks they were driven back to their jump-off positions with heavy 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).
  • 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

Display Order of Battle

Germany Order of Battle
  • Foot
  • Motorized
United States Order of Battle
  • Towed
  • Mechanized
  • Motorized

Display Errata (1)

1 Errata Item
Overall balance chart for 39

Reduce strength direct fire value be came 5-5 in Army at Dawn.

(plloyd1010 on 2015 Jul 31)

Display AARs (1)

The Siegfried Line, scenario # 4: Mismatch at Jungersdorf
Author JayTownsend
Method Solo
Victor Germany
Play Date 2011-04-18
Language English
Scenario SiLi004

*This seemed like a good scenario and it was. The main objectives were the town hexes on map 23 and the Germans have about twice the forces and the 18 turns too get as many as they can without losing too many steps compared to the Americans. The American setup on board 23 and wait to defend. Both sides have equal off-board artillery but the Germans have way more on-board artillery. The Americans have a Jumbo Sherman tank unit. Finally a nice American tank unit with a high defense factor but no armor to shot at!

*The Germans came in as one big wave taking their initial casualties, but taking all of the bigger town hexes. They paused for the day and did not attempt the second smaller town and won a major victory by one point, as they had 24 victory points compared to the Americans 13 victory Points. I should have tried to reinforce the larger town but my Americans were too late and didn’t have enough strength to try.

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