Panzer Grenadier Battles on December 4th:
Desert Rats #31 - Young Fascists : The Morning Phase Red Warriors #18 - Shanaurin Strikes Back
Desert Rats #32 - Young Fascists : The Afternoon Phase Tank Battles #29 - Operation MARS #17: Shanaurin's Drive VI: Shanaurin Strikes Back
Heavy Metal #4 - Shielded Frogs
Battle of The Bugle 2: Elsenborn Ridge, Scenario #14, Roosevelt's SS
Author JayTownsend
Method Solo
Victor Germany
Play Date 2010-01-01
Language English
Scenario ElsR014

Here is how my setup looks for Bulge II, scenario 14. As you can see, I will try to defend the town/city hexes more to the West and the Eastern one will survive to slow the Germans down, maybe just speed bumps but now the American will have a real force to fight with at least, instead of just little pockets. Also some Dug-In units just east of the major town, while the German will enter in three groups, not to bunch up so much and to maybe swing around and hit the American units from more than one direction. It should be an interesting battle but the Germans have much more armor and Tiger & Panther tanks to boot. I am not sure how long two Platoons of Sherman Tanks and three Batteries of 3"mm Guns will hold up?

Really the Battle is about time and who will score the most points for control of town hexes and points for eliminated units. It could be interest with only 20 turns, as in the long run, the German would take it all but with only 20 turns, it will be interesting.

Posting #2

First off, all the scenarios look excellent but I wanted to play one where I could see how difficult it was for the Americans to hold on in the beginning of the Germans offensive push. This one seemed to fit the bill pretty well.

In the beginning the Artillery was dominating and I thought the Germans Offensive might fail, as I was rolling some devastating 2’s & 12’s on the Bombardment tables but then the German also roll some with their artillery into the first group of American holding the towns and the hot artillery rolls slow down on both sides for a while, or the Germans could have been toasted. One of German loaded Halftracks was taken out, with a high ranking leader and a full step of SS Infantry.

As the Germans pushed West, they eventually took out all the American Sherman tanks, thought the Sherman were able to take a few steps of Pz IVH’s, the American 3-inch AT guns had the most luck or opportunity and did some damage. I kept trying to get a Crossfire +2 modifier against a Tiger II platoon but never rolled high enough but to my surprise, I rolled a straight 12, with no Crossfire in effect, with my 3-inch AT Gun and killed a half step of Tiger II’s. This is my first kill of a Tiger II in a Battle of the Bulge PG game and made the battle worth it. The 3-inch AT Guns also claimed three more steps of Pz IVH’s. The Germans Panthers really got hung-up in the Forest Hills South and never really free themselves.

The Americans scored some points taking out German Halftracks in assault combat with that Infantry Anti-Tank Weapons, (bazooka).

When the Americans got hot again with that combine 54 points of Artillery, the Luftwaffe troops paid this time and never really recovered.

In the North there was a small town the Germans took and left but some disrupted American Infantry that recovered latter, sneaked in the back door and reclaimed it. The American also controlled the Hilly Forest to the South with a small force but it really wasn’t strong enough to do anything more. The German ground the Americans down in the end but at a high cost.

The main prize of Stoumont was completely in German hands by the end of the game and by some weird chance, the American LT COL survived and was running for his life, going West.

The totals were like this, Step losses, American 30, Germans 28, Town hex points controlled by American 3, Germans 22. Total Victory Points: Germans 52, Americans 31, a Major German Victory.

Great Game overall. Did I play well, I am not sure but it was fun.

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