Panzer Grenadier Battles on November 23rd:
An Army at Dawn #3 - Fire Support Leyte '44 #29 - Thanksgiving Day
Carpathian Brigade #3 - Breakout and Pursuit Panzer Lehr 2 #24 - Plug the Hole
Desert Rats #23 - Te Hokowhitu-a-Tu ("War Party") Panzer Lehr #24 - Plug the Hole
Desert Rats #24 - Hill 175 South Africa's War #7 - Rear Echelon
Dragon’s Teeth #33 - Chickenshit Regulations South Africa's War #8 - Ons Is Helsems
Invasion of Germany #38 - Making Hay South Africa's War #9 - Sunday of the Dead
Jungle Fighting #9 - Another Try West Wall #8 - Making Hay
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The Missing Company
Battle of the Bulge #13
(Defender) Germany vs United States (Attacker)
Formations Involved
Germany 116th Panzer Division
United States 707th Tank Battalion
United States Army
Display
Balance:



Overall balance chart for BaBu013
Total
Side 1 21
Draw 0
Side 2 1
Overall Rating, 19 votes
5
4
3
2
1
2.47
Scenario Rank: 902 of 940
Parent Game Battle of the Bulge
Historicity Historical
Date 1944-12-17
Start Time 07:15
Turn Count 13
Visibility Day
Counters 15
Net Morale 0
Net Initiative 1
Maps 2: 10, 11
Layout Dimensions 86 x 28 cm
34 x 11 in
Play Bounty 65
AAR Bounty 135
Total Plays 22
Total AARs 7
Battle Types
Exit the Battle Area
Inflict Enemy Casualties
Urban Assault
Conditions
Terrain Mods
Scenario Requirements & Playability
Battle of the Bulge Base Game
Introduction

The missing third element of Colonel Fuller's attack on Marnach was Company D, 707th Tank Battalion. In reserve behind the 112th Regiment to the north, the company had to travel 6 miles along Skyline Drive to join the attack.

Conclusion

As soon as the company exited the village of Heinerscheid, hidden German anti-tank guns opened fire, destroying eight of the light tanks. Five more were destroyed later in the day and the remainder withdrew to positions near Urspelt. By the end of the day four of these had been destroyed and the remaining tank forced to withdraw.


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
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable

Display Order of Battle

Germany Order of Battle
Heer
  • Foot
  • Leader
  • Mechanized
  • Motorized
United States Order of Battle
Army
  • Mechanized

Display AARs (7)

Reasons to stay together
Author campsawyer
Method Solo
Victor Germany
Play Date 2010-01-01
Language English
Scenario BaBu013

This scenario was interesting as it has lone American tanks trying to move around a roadblock of German troops. The problem is that the Germans have the setup and AT guns that can wipe out the M5 Stuarts. The Germans setup in the town on board 11. This gives them many advantages. First the town itself -2 Direct fire plus -1 for hill, so even if the Americans can manage a positive shift that will be wiped out. Second, the Germans can cover all approaches to the town with AT fire. The American tactics, run like hell around the town. So here we go.

Turn 1-3 The Americans move down for the north, taking advantage of the road until the get into the range of the 75mm in 11/0708, then thy take to the country. They split with two M5 platoons going east and 2 going west. This will try to split the German defensive fire.

Turn 4-5 The Americans move into the woods to the northwest and use the woods on the east as cover. The Germans look to shift the 75mm in 11/0708 to try to get some flank shots.

Turn 6-8 On the west of town the Americans reach the edge of the woods and wait to dash across while the Germans setup their 75mm in 11/0609 giving them a chance to kill the tanks as they pass. To the east the American start a dash for past the town. The German Stug IIIB tries Op fire on the fire M5, but misses with both attempts. German infantry move out from the town to try to get close for an assault.

Turn 9-10 The Americans in the west move out from the woods German Op fire from the 75mm hit and kill one American step. The German 50mm misses. The remaining American M5 half platoon is disrupted. In the east the American dash continues and the German StugIIIB scores a hit on the M5 half platoon. The Americans are in trouble, one more step and the dash is over and they will have to fight for the town.

Turn 11-end The Germans win the initiative and kill another M5 step and the American dash is over a fight for the town is the only hope. This is ended on the next German activation with another kill for the StugIIIB. Germans win.

This own was interesting but lacking for the American side. They have a very one dimensional force and the Germans have units and the setup to stop them. Historically, this is accurate but from a game perspective the Americans need more for balance.

0 Comments
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Battke of the Bulge Scenario 13
Author triangular_cube
Method Solo
Victor Germany
Play Date 2017-01-15
Language English
Scenario BaBu013

The American light tank company doesnt really have a shot of exiting the board in this one unless the Germans make a mistake. They set up their 50 guarding the road into the southern town, and their 75 protecting the right flank. The Stug set up in the woods on the left, but continually counter moved the advancing M5s that attempted to skirt around them.

The game really develops into the stuarts moving towards a flank, and the Stug moving to stop them, over and over and over again. Ultimately with time pressing up against the limit, the Americans made a last ditch attempt to get a crossfire shot on the Stug by winning initiative by 2 activations. They did not, but had nothing to lose. Germans win.

If the scenario had more maps available, or the Germans one less AT gun, this could be very interesting, but this might tilt it into the Americans favor too much. Ultimately, the tanks were destroyed historically though, so meh.

Despite being completely one sided, even with heavy maneuvering, this scenario is ultimately very different than the rest, and is a refreshing change of pace from staggered German forces crossing board 9 and invading the outnumbered Americans on board 10 : )

0 Comments
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Battle of the Bulge, Scenario #13, The Missing Company
Author JayTownsend
Method Solo
Victor Germany
Play Date 2010-01-01
Language English
Scenario BaBu013

Kind of an interesting fast playing game, low unit count as well. I have had one German victory and one American victory so far. Both times I have tried to exit my M5's off the South side of the board. I need to play a third game to break this tie, 1/1. German setup is important in this scenario, as you don't know if the Americans will go for the exit or the towns for the victory! Well let me know how you guys did? I thought it was fun to play, for a fast game, when you don't have a lot of time. I think the only reason I have a one/one victory record on this one, is that the first time I setup my German units out position. I never tried to take the town hexes, only run for the exit with my M5's both times. I figured the StugIII can't cover the whole board. This scenario will most likely always favor the Germans.

0 Comments
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13 - The Missing Company: or "How to lose tanks in a small amount of time."
Author dingo262
Method Solo
Victor Germany
Play Date 2010-01-09
Language English
Scenario BaBu013

Introduction: Company D, 707th Tank Battalion tries to get to the battle, but runs into its own little party.

Victory Conditions: American - Exit at least 5 steps German - Kill at least 4 steps of American tankers. Anything else is a draw.

Pre-game German setup and Turn 1 07:15 - The Germans setup takes advantage of an "infantry speed bump" in the forest to slow the oncoming M5s. Once the direction of attack is determined, then the StGIII comes up to lend opportunity fire support. The two AT guns are placed on opposite sides of the hilltop city to cover the exit corridor in case any tanks make it through.

At the end of turn one, the Americans drive almost to the German defensive positions, but remain in covering terrain to prevent any fire. The plan is to "run for the border" and hopefully not get their tacos fried too badly. I decided to do this after analyzing attacking the StGIII. The armor of the SPG combined with the low penetrating guns of the M5 would make any attack a blood bath, while conversely, the StGIII could plink away 1 to 2 steps a turn with ease.

Turn 2 07:30 - The Americans gain the initiative and drive past the speed bump formed in the center of the north/south road. As the M5s come up to the road, the StG lets loose and in consecutive hexes smoke a step off of the full steps driving past. The full strength and reduced M5 units to the east are left alone and they progress south with no problem. All of the long range ATG fire is ineffective.

Turn 3 07:45 - The Germans get a small jump on the Americans and the sturmgeschutz fires on the eastern full strength M5 and smokes yet another step. As the eastern M5 group makes it way to the city, the 50mm ATG finally gets a hit and destroys yet another step, which denies the Americans the ability for a victory. The Americans then ride toward the town right down the road, with all AT fire ineffective. Note that in the picture, there is a wreck shown. I realized after the picture that the AT fire was ineffective due to the Op. Fire DRM.

Turn 4 08:00 - The Americans manage to wrestle back the initiative from the Germans and continue the drive down the road, exiting the two reduced M5s off the south edge. The eastern group manages to skitter down the edge of the board and takes no more losses. However, the StGIII zips down to the road to help prevent the Americans from exiting

Turn 5 and Finish 08:15 - The Germans get an initiative break, but it's too late to help. The StGIII and one of the trucks make it to the southern edge of the board, but they can only watch the last reduced M5 exit off of the board. Germans win by destroying four steps.

Analysis: I have played this scenario a total of five times today and the Americans have usually been totally eliminated. During the fourth run through, a random event on turn two changed the Germans VC to 6 steps destroyed. I thought that this would be the time the Americans could finally win, but the ATGs in the city managed to kill off all of the armor before it could exit. Because of what I perceive as balance strongly favoring the Germans, I would not recommend playing this scenario unless you want a historical perspective on how bad it was for Company D, 707th Tank Battalion.

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Twelve Men Try And Twelve Men Fail !
Author vince hughes (Germany)
Method Face to Face
Victor Germany
Participants waynebaumber (AAR)
Play Date 2012-02-18
Language English
Scenario BaBu013

Played ftf with Wayne Baumber on a day we completed one main game and had time for 2 x Mini games.

I think we can safely say that this scenario is probably a 'little' unbalanced as the redoubtable Wayne Baumber became the 12th US commander out of 12 to register a loss with this one.

The Americans have three and half M5 platoons that they have to race down 2 x boards with, and then exit no less than 5 of the 7 available steps. Failing that, they also have an option to control all town hexes on board 11 (highly highly unlikely).

The M5's are speedy, but light gunned and thin skinned when having to face a slow StGIII and a 50mm + 75mm AT Gun. As the Geman, I set up the 2 x AT guns on each flank just on the edge of board 11. This gives them a free shot each at any M5 that emerges from board 10 (should they get that far). The rest of the Germans, StG, 2 x GREN and leaders set off down the road to block this avenue.

In the end, over the 13 turns of this scenario, it is nigh on impossible for the Americans to get through and the only way that is going to happen is if the German player seriously fluffs his movements. Or of course, rolls dreadful dice all through the game.

In our game, a lone reduced M5 was hunted down by ground troops and squished. The other 3 x M5's tried hiding in the woods, waiting for a chance to bolt, but were again seeked out by ground troops, and then once in assault and spotted, they were blasted away by the StG.

Not a vvery exciting game in the least, but I shall give it a 2 as at least the VC's were cogent (unlike our Airborne # 16 we played before this) and it was a quick simple push around of counters. I don't imagine a fuming Wayne will be as generous !

Easy German win, if not very satisfying.

2 Comments
2012-03-04 10:57

Twelve men try and twelve men fail sounds like the title of a Country and Western song.

2012-03-04 14:47

Wayne a catchy title can make something average far more memorable.

Call me the Hank Williams of PG-HQ :-)

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One sided scenario
Author waynebaumber (United States)
Method Face to Face
Victor Germany
Participants vince hughes (AAR)
Play Date 2012-02-18
Language English
Scenario BaBu013

This scenario has been played 12 times and has had 12 German victories. Chosen by random selection this scenario has caused me to think about stopping playing PG. (Well for at least a few mins) Vince and I both agree that no scenario should be called unwinable by any one side but I can not think of any strategy by which the US can win this one. Of course die rolls and a poor German set up and commander could see a US win but that would be a fluke. Another scenario to avoid.

4 Comments
2012-02-18 16:07

Interestingly, despite the 12-0 result on this scenario, Jay Townsend's AAR states he has actually won this as the Americans in an unrecoreded game. I wonder how the Germans set up in that one ?

2012-02-18 17:28

You guys are daft. If I see a scenario with 11-0-0 play results and a Conclusion that reads:

As soon as the company exited the village of Heinerscheid, hidden German anti-tank guns opened fire, destroying eight of the light tanks. Five more were destroyed later in the day and the remainder withdrew to positions near Urspelt. By the end of the day four of these had been destroyed and the remaining tank forced to withdraw.

I'm certainly not going to be terribly surprised if that climbs to 12-0-0 after my attempt!

I think your random selection rules need room for "do-overs" :-P

Random Selection Rules v2.0

  1. Step 1 - select scenario randomly
  2. Step 2 - check PG-HQ
  3. Step 3 - does it suck? return to Step 1!

:-)

2012-02-18 17:41

Shad,

Your missing the point.

If its there, climb it !

We did, and it was b*****ks. At least others will know if they wish to adopt your way.

Playing the game is fun for me anyway .... (except that AB Georgia on my mind. Now that was trash)

2012-02-19 01:45

Shad, We are daft (well I am as I keep playing and losing) but also by doing random selection we will also cover those scenario's which may never get played. It was unfortunate that we picked up these two yesterday.

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Run through.
Author Grognard Gunny
Method Solo
Victor United States
Play Date 2023-03-02
Language English
Scenario BaBu013

I played this scenario through three times and if the American Commander doesn't want to waste the time taking the town, he blows by the defenders and heads out to whatever awaits him in the South.

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