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
Errors? Omissions? Report them!
Hosingen II
Battle of the Bulge #11
(Attacker) Germany vs United States (Defender)
Formations Involved
Germany 130th "Lehr" Panzer Division
Germany 26th Volksgrenadier Division
Germany 77th Grenadier Regiment
United States 103rd "The Dandy First" Engineer Battalion
United States 110th Infantry Regiment
United States 707th Tank Battalion
United States Army
Display
Balance:



Overall balance chart for BaBu011
Total
Side 1 13
Draw 0
Side 2 0
Overall Rating, 13 votes
5
4
3
2
1
3
Scenario Rank: 735 of 940
Parent Game Battle of the Bulge
Historicity Historical
Date 1944-12-16
Start Time 16:30
Turn Count 24
Visibility Night
Counters 36
Net Morale 0
Net Initiative 1
Maps 2: 10, 9
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 81
AAR Bounty 153
Total Plays 13
Total AARs 4
Battle Types
Urban Assault
Conditions
Off-board Artillery
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Battle of the Bulge Base Game
Introduction

Unable to drive Company K from Hosingen in the morning, the 26th Volksgrenadier Division awaited the arrival of additional infantry and armor in the afternoon. The attack was renewed as these arrived and night approached.

Conclusion

The Germans managed to gain a foothold in the town. The Americans still denied the road to the German advance. Failure to clear the town delayed movement west of the Panzer Lehr Division's Armored Reconnaissance Battalion, forcing the unit to try a winding road around the town and left it little more than a mile west of the bridgehead. The Americans could expect a much stronger German effort on the 17th.


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

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 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)

Display AARs (4)

Triumph of the Grenadiers
Author Arisaka92
Method Solo
Victor Germany
Play Date 2019-05-19
Language English
Scenario BaBu011

An interesting little battle, albeit a bit of an unbalanced one. German forces start out with a healthy infantry force on the table and reinforcements that start to come in immediately with any kind of luck at all. I turned out getting the Panther on turn one and that immediately caused major issues for the Americans. My infantry force deployed south east of the enemy and began moving through the woods while the panther and some infantry in trucks rolled up the road. On turn 4 my infantry had line of site on some of the engineers in the town, causing them to open fire on them, though the German infantry closed quickly on the understrength and unlucky defenders. On turn 5 the Panther opened on the Sherman defending the city and scored an immediate hit, halving the unit, on turn 6 the M4s were destroyed and infantry accompanied the Panther into the north eastern edge of town. The American engineers caused 4 step losses to the Germans in close combat, but were no match for the armor or the shear number of grenadiers flooding into the town, with the last US unit being overrun on turn 15. A major German victory.

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Crushed like a nut
Author scrane
Method Solo
Victor Germany
Play Date 2011-10-13
Language English
Scenario BaBu011

The Americans chose to put a single platoon roadblock east of the town in light woods, with the rest of their force in town. The Germans moved their onboard forces up to the roadblock and wiped it out handily, then sent a few platoons to the south to flank the town. German reinforcements arrived steadily and the full assault was launched.

A combined arms task force swept around to the north, where the American M4 platoon moved to cut them off. Unfortunately the German tanks were able to act first and destroyed the Shermans. I should have held them back to the south of town where they might have turned the tide against that all-infantry attacking force. The initial German assault on the south side was stymied by a devastating fusilade of fire, but after half an hour had pulled themselves together and plowed through hex after hex of assaults.

In the end the German pincer crushed the Americans into the center of town where they were wiped out to a man.

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Thought it would be easy!
Author Grognard Gunny
Method Solo
Victor Germany
Play Date 2023-02-16
Language English
Scenario BaBu011

Since I was in the neighborhood (So to speak.), thought I could wipe up this one without too much trouble. (Wrong again, 'Oh, clever one!')!) The Americans, expecting another romp through the Southern forest, defended against that (as best they could) but were eventually overwhelmed. The Germans had more assets to work with and did, thereby, shorten the battle, but..... evening was falling as the Americans were finally sent packing.

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Battle of the Bulge Scenario 11
Author triangular_cube
Method Solo
Victor Germany
Play Date 2017-01-15
Language English
Scenario BaBu011

This is yet another of BoBs "Germans enter on board 9 and take the town on board 10" scenarios. While there is nothing wrong with that setup specifically, they become very repetitive and lack any real distinction. That being said...

The Germans are patient, they move their initial forces southwest into the woods and set up for an attack on the south of town. The reinforcements gather in the light woods ready to take the center. Once all but a mortar team and a platoon of GRENs arrive, they assult, having been OBAing the Americans almost all game. The combined armed bonus from the Panthers is far too much for the Americans and they fall to the last man.

Pretty straightforward scenario and assault. Germans win, but I dont feel like the Americans have a chance here unless the Germans attack piecemeal.

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