Panzer Grenadier Battles on November 21st:
Desert Rats #16 - The Panzers Pull Back Desert Rats #19 - The Panzers Return
Desert Rats #17 - The Tomb Of Sidi Rezegh Jungle Fighting #7 - Line Of Departure
Desert Rats #18 - A Pibroch's Skirl South Africa's War #5 - Irish Eyes
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Holzthum II
Battle of the Bulge #4
(Attacker) Germany vs United States (Defender)
Formations Involved
Germany 26th Volksgrenadier Division
Germany 39th Grenadier Regiment
United States 110th Infantry Regiment
United States 28th "Keystone" Infantry Division
United States Army
Display
Balance:



Overall balance chart for BaBu004
Total
Side 1 7
Draw 7
Side 2 5
Overall Rating, 20 votes
5
4
3
2
1
3.3
Scenario Rank: 559 of 940
Parent Game Battle of the Bulge
Historicity Historical
Date 1944-12-16
Start Time 13:15
Turn Count 48
Visibility Day & Night
Counters 73
Net Morale 0
Net Initiative 0
Maps 2: 10, 9
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 92
AAR Bounty 153
Total Plays 19
Total AARs 4
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Battle of the Bulge Base Game
Introduction

In the afternoon pressure began to build against Company L in and around Holzthum. As expected the Germans renewed their attack in the early afternoon. The division commander, Gen. Norman "Dutch" Cota, offered the regiment two companies of Sherman tanks to help restore the situation. Facing disaster along the entire 15-mile front, the Americans had no choice but to split the tanks among many threatened points. The riflemen of Company L had to hold out long enough for help to arrive.

Conclusion

Steadily increasing German pressure finally forced the American lines east of town after dark. The Americans again defended the town with zeal, but could not prevent the Germans from occupying several houses and forcing the withdrawal of the company command post. The arrival, at last, of German tanks and an American ammunition shortage combined to force the remaining defenders out the western edge of Holzthum.


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
Heer
United States Order of Battle
Army
  • Mechanized
  • Motorized
  • Towed

Display Errata (2)

2 Errata Items
Overall balance chart for 20

The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France.

(plloyd1010 on 2015 Jul 31)
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 (4)

Interesting problem
Author Grognard Gunny
Method Solo
Victor Draw
Play Date 2023-01-25
Language English
Scenario BaBu004

This one got interesting in that there were a number of things the Americans could do to insure victory. Having a run around raider onboard 9 is one. Playing for a delay on the Southern [art pf the playing field is another. I'll revisit this one in the future.

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Close call - AAR ready!
Author Bart
Method Solo
Victor Draw
Play Date 2011-05-08
Language English
Scenario BaBu004

Played solo in 3 sessions.

The Americans on board 9 were doomed from the start and were despatched in quick succession within a few hours. All was going according to plan for the Germans but they already had lost 2 steps doing so. To avoid an American 'Truck Trick' (driving all remaining American trucks around on board 9 playing hide and seek in order to deny the Germans their win), the Germans had to seal of board 9, shoo-ing off a few Ami trucks while doing so. They luckily succeeded before dawn and preparations were made for the grand finale. The Germans set up their forces and waited till 20:00 to make a night attack on the town. Oh, the tank? Well I'm afraid it made no impression at all on the Germans, hiding in the woods. It made a feeble attack on the southern reinforcement group, but that was it. It lost control to the Germans only once, 1 turn after its only attack en 2 turns before it had to go. Now how to assault a town without loosing too much troops, during the night. It can't be done, well at least not in my scenario. You always have to have troops adjacent to the enemy in order to land the artillery shells. I think sending a forward observer and a lot of patience could've done the trick for the Germans, after all Leaders don't count towards the VC's, you can lose a lot. I did not have the patience and assaulted from all sides. By then the Americans already had lost half their troops, so the idea was to reduce their troops as quickly as possible, so no harm could be done. The Germans almost succeeded.. Loosing the sixth step freed up the troops from board 9. In despair the Americans started to bombard assault hexes. It would be a close call indeed, 2 hours before the end, the Germans lost their 10th step. After that an eery silence hung over the town, no Americans to defend, nor any of their leaders to guide the artillery..

Despite the win/loss stats, this scenario is pretty balanced. One step extra and the Americans would've won. Worth playing for sure.

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Too many Germans - Dead and Alive
Author J6A
Method Solo
Victor Draw
Play Date 2012-03-27
Language English
Scenario BaBu004

This scenario is pretty much a straight up town assault. The Germans have a much larger force than the Americans, and they don't have much to do except hole up in the town and hope to inflict casualties. They do get one M4 unit that meanders around the board for 9 turns (or counts as eliminated) and a small forward speed bump for the Germans to eliminate. As mentioned, the Germans have many more troops than the Americans, including a Southern force which is restricted to within 4 hexes of the southern map edge and doesn't do much except eat up German impulses.

Both sides have decent OBA. 2x18 for the Americans, 2x16 and 1x24 for the Germans, although for each German battery there is a 1/3 chance each turn that it will be unavailable for the turn.

The Americans win by keeping the town and inflicting more than 10 step losses. The Germans win by keeping their step losses under 7. If both or neither win, its a draw.

The Germans advanced quickly and surrounded and eliminated the small roadblock on Board 9. I suppose it could have tried to flee towards the town, and by the time it loaded up its guns it would have been caught. The Lieutenant with the troops did escape to tell the tale. After that, the Germans closed on their main objective, slowly surrounding it, being hidden by limiting terrain (the hill and woods). The Americans pulled back into town and waited.

Next the Germans sent a forward observer to help artillery shell the town, however small arms fire from the town eliminated him quickly. The American armor entered and harassed a mortar and GREN in the German rear. These were commanded by a 7-0-0 Lt who became demoralized and did not recover (even to disrupted) for the rest of the scenario.

The Germans spent another hour or so moving into position to attack the town. They worked through the southern light woods, which protected them as well as the town protected the Americans to begin a probing attack. Instead of moving in for the assault, which could cause high casualties, they parked outside of town to see if small arms fire could wear down the US. By turn 18, though, the Germans had lost 4 steps while the Americans had only lost the 2 from the forward roadblock.

Things changed on turn 19 when massed German fire finally got a casualty in town. On turn 20, another US step was eliminated as was a German one, putting their totals at 5. However, the Germans had disrupted a US stack and were ready to assault. This would be their 2nd assault, one was going on in the southern part of town, which mostly consisted of the 2 sides yelling insults at each other (I rolled a lot of 1s and 2s). However, on turn 21 the US received a 2 impulse lead on initiative and got the troops back to good order and the assault had to wait.

The Americans lost another step on turn 22 and had a machine gun platoon flee from the town and the Germans moved in to the assault where there superior numbers took their toll. It climaxed on turn 24 when the Americans lost control of 2 town hexes and lost 3 steps. They had also lost on on turn 22, so they were now at 9 step losses and running out of warm bodies. The Germans were still at 5 step losses.

On turn 25, the Germans finally cleared out the last resistance in the far south of the town. Ultimately, though, this was their undoing. They now had a hex stacked 3 high, and the remaining good order Americans used this to deadly effect. While they didn't kill any steps outright, one of the GREN platoons was demoralized from the assault, lost a step to compound demoralization from the 1st American fire into the hex, and then lost its other step to compound demoralization from the 2nd American fire into the hex. This put them at 7 step losses, and gave them no chance of victory.

I called the scenario at this point. The Americans had only 5 units left, one of which was a mortar, with which to defend 6 town hexes. They needed 4 step losses to defeat the Germans. The Germans, for their part, could just pull back into the woods as visibility dropped to 1 and rush the town on the very last 2 turns. It would be impossible for the Americans to cover every hex and very unlikely that they could eliminate 4 steps in 1 turn. I called this one a draw.

Not a bad scenario, although really suited more for solitaire, as there aren't enough American forces to give them a lot to do. I rated it a 3, although as a solitaire exercise its probably closer to a 4 and as a 2 player, probably closer to a 2.

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Battle of the Bulge Scenario 4
Author triangular_cube
Method Solo
Victor United States
Play Date 2017-01-06
Language English
Scenario BaBu004

Attempt # 2 for the Germans to take the town, this time they have more men... Same basic plan as last time, approach the town, sit on the hillside in cover, pound the Americans with their OBA and then rush in. The Americans set up a defensive line in the town, but kept their AT gun and supporting MG in their trucks so they could run away from the board 9 crossroads on turn 1 and rearguard the town.

The German OBA did its job and covered the German advance, who entered the town and had their MGs involved in the assualts for high table rolls. The Americans recovered their morale rather quickly though, but they were outnumbered. The end result was 3 hexes of town assault trading blows on the 18 column. Nasty stuff, but the Germans got the worst of it, and hit their casualty limit, while the Americans rolled fairly well.

I really felt this scenario was dinged on the score for the burdensome reinforcement rules. The Germans have 2 large groups of reinforcements. One they roll per unit for entry (this is fine, they come in on the east side of 9, and the time limit easily allows the Germans assault force to wait for them to link up), the other enters 3 units per turn... and derps along the southern edge of the board? Why are these included? They cannot move farther north than 4 hexes, meaning that not only do they not get to be involved in the fighting... they cant even SEE the fighting. They just walk through the woods and have to exist the west edge. The Americans get a tank unit, that they roll for... but it might be a German unit for the first few turns, and it must exit the southern board edge after 9 turns. It arrived, took out a German Gren straggler, and then left... Felt like at least the second German reinforcement group should have been cut.. unless im missing something.. .which i probably am.

Anyways, American victory.

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