Panzer Grenadier Battles on December 11th:
Arctic Front Deluxe #3 - The Sausage War Heroes of the Soviet Union #2 - Futility
Afrika Korps #17 - Catanzaro Division, Southern Sector Heroes of the Soviet Union #11 - Second Guards Cavalry Corps
Afrika Korps #18 - Catanzaro Division, Eastern Sector Lions of Finland #3 - Winter Fury 2: The Sausage War
Arctic Front #3 - Winter Fury 2: The Sausage War Little Saturn #3 - The Ordeal Begins
Desert Rats #5 - Libyan Defiance Tank Battles #2 - Little Saturn #2: Seizing the High Ground
Desert Rats #36 - Thomson's Ridge : Morning Phase Tank Battles #45 - Operation MARS #33: Still Trying
Desert Rats #37 - Te Ope Maori Hikoi Kia Toa ("Maori Battalion, March to Victory")
Errors? Omissions? Report them!
Final Accounting
Spearhead Division #16
(Defender) Germany vs United States (Attacker)
Formations Involved
Germany SS Finance Administration School
United States 3rd "Spearhead" Armored Division
Display
Balance:



Overall balance chart for SpDv016
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 1 vote
5
4
3
2
1
3
Scenario Rank: --- of 588
Parent Game Spearhead Division
Historicity Historical
Date 1945-03-29
Start Time 11:00
Turn Count 12
Visibility Day
Counters 29
Net Morale 2
Net Initiative 2
Maps 2: 22, 24
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 158
AAR Bounty 220
Total Plays 1
Total AARs 0
Battle Types
Kill Them All
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Smoke
Scenario Requirements & Playability
Elsenborn Ridge maps + counters
Spearhead Division counters
Introduction

Third Armored Division ordered Combat Command B and Combat Command R to organize two task forces each to spearhead the drive on Paderborn. Each task force would advance up a separate road with Combat Command A in reserve, advancing behind the spearheads. First Army’s intelligence staff assured the division command that no serious opposition would be encountered.

Conclusion

The SS accountants-in-training were badly equipped even by the poor standards of the time. Instead of a light machine gun per squad there was one per company. With all the depots and training facilities already ransacked for ad hoc reinforcement groups it appears they were unable to scrounge any heavy support weapons beyond green eyeshades and double-entry ledgers, though Nazi Party officials had provided a few panzerfaust anti-tank rockets. In a short unequal fight two Sherman tanks were disabled before the SS were sent to flight. That night, instead of contacting SS Brigade Westfalen for orders as they had been instructed, the students calculated that the bottom line required them to put as much distance between themselves and the Americans as possible.


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).

Display Order of Battle

Germany Order of Battle
Schutzstaffel
  • Foot
United States Order of Battle
Army
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