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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Kampfgruppe Maucke
Battle of the Bulge #31
(Attacker) Germany vs United States (Defender)
Formations Involved
Germany 115th Panzergrenadier Regiment
Germany 15th Panzer Division
United States 101st "Screaming Eagles" Airborne Division
United States 401st Glider Infantry Regiment
United States 502nd Parachute Infantry Regiment
United States 705th Tank Destroyer Battalion
United States Army
Display
Balance:



Overall balance chart for BaBu031
Total
Side 1 0
Draw 1
Side 2 5
Overall Rating, 7 votes
5
4
3
2
1
3.29
Scenario Rank: 574 of 940
Parent Game Battle of the Bulge
Historicity Historical
Date 1944-12-25
Start Time 03:00
Turn Count 27
Visibility Day & Night
Counters 88
Net Morale 0
Net Initiative 1
Maps 3: 10, 11, 9
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 106
AAR Bounty 165
Total Plays 6
Total AARs 2
Battle Types
Urban Assault
Conditions
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Battle of the Bulge Base Game
Introduction

The 15th Panzer Grenadier Division had finally arrived. Only a portion of the division had been committed to the attack, but a powerful part if was and expected to reach Bastogne. To avoid the American fighter-bombers (the skies had been clear the two preceding days) the attack was set for 0300.

Conclusion

The German advance went well initially, but small arms fire and artillery mowed down the grenadiers. The German tanks and assault guns continued advancing and eventually overran the frontline American companies. They then split into two groups, finally reaching the outskirts of the villages of Hemroulle and Hanlon where they were all destroyed.


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
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
  • 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
United States Order of Battle
Airborne
Army
  • Mechanized
  • Towed

Display Errata (5)

5 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 41

All SS PzIVH tanks should have a movement of 8.

(Shad on 2010 Dec 15)
Overall balance chart for 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(Shad on 2010 Dec 15)
Overall balance chart for 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)
Overall balance chart for 25

The M18 has a special rule in Battle of the Bulge but it applies globally: "A two-step M18 unit can fire one anti-tank shot and move half its movement allowance (retain fractions) in a single impulse. The order in which it does these two actions is the player's choice."

(Shad on 2010 Dec 15)

Display AARs (2)

Sixpack of whoopass
Author scrane
Method Solo
Victor United States
Play Date 2013-07-04
Language English
Scenario BaBu031

This was a fun night/morning battle that saw the German attackers get their asses handed to them, including their entire tank force. A German force with a strong battalion-equivalent of infantry (probably a regiment historically, with losses) plus another battalion of PzIVs and StuGs advance against a town at night. They have to cross a heavily wooded ridge on the way. The American defenders have a battalion of infantry, a company of paras, and a whole mess of OBA.

The Americans defend the main town with a company of inf and the paras, deploying the other inf companies in woods to the north and south of the main road , in front of the town. Plan is to force the Germans to deploy and attack before they get to the town, then fall back and defend against the main assault.

The German plan called for a strong push with the entire infantry and mortar force south of the main road, while a pinning force of HMGs would guard the flank and keep the northern American screen occupied. The tanks would support both efforts, looking for an opportunity to push up the main road and cut off the American front units .

The American player read the intention of an assault south of the road, and sent a forward observer ahead to make contact with the German advance forces, risking a lieutenant in exchange for the chance to blast the Germans with a lot of artillery during their night approach. The German mortar company took a pasting and played no significant role for the rest of the battle. The German advance broke into three waves in the woods, and never really recovered from this disorganization, although they took very few casualties from repeated artillery hits. The American FO always seemed to be just behind the next tree.

The really interesting action took place north of the road. The Americans decided to try to spoil the German screen and get on the flank of the main German force. They engaged the German HMGs with a company of infantry supported by 2 M18 platoons. The German tanks advanced, looking for a chance to knock out the TDs and get behind a brash American force. Unfortunately, they allowed themselves to be caught in the woods without infantry support, and the Americans punished them for it. Repeatedly. The threat of the speedy M18s kept the German tanks wrong-footed (tracked?) in the night woods environment.

Ultimately, the German tanks were wiped out and their attack on the town went in piecemeal. Scattered American counterattacks wore down the attackers, while the American town defenders held their ground. One 57mm ATG battery held off a German company for over an hour.

As things went from bad to worse, the Germans tried to pull back to regroup in the early dawn light, but things quickly turned into a rout.

A great scenario with good replay value.

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Night marchs can ruin your breakfast
Author plloyd1010 (United States)
Method Face to Face
Victor United States
Participants WightTiger
Play Date 2017-08-13
Language English
Scenario BaBu031

This is a German hasty night attack against a reasonably prepare American force. Colonel Maucke opposed the attack, and his commanders protest to him. Still the attack went forward, mostly to avoid being caught in the open by the American fighter-bombers, which were expected later in the morning.

The game was played as we normally do, but without TOT artillery fire. I was the Americans. We should have played double-blind, but didn't. We both made decisions based on way too much information.

My setup had my HMGs a couple hexes from town, sort of extending the perimeter a bit. And otherwise just hunkered down into siege mode. The Germans deployed in a column, armor to the rear.

The German advance was rather predicable at first, then veered to the south of the town. The exchange with my HMGs went well at first. Then the Germans got a couple lucky rolls and wiped them out. The advance continued around the town. The maneuver release the paratroopers. I started one on end run to the other side of the board, the rest moved into town to help with the defense.

At 0500 the German luck ran out with a logistics shortfall. At 0515, I sent my tank destroyers after a loaded halftrack, and fried it (something that would not have happened in double-blind). It turned out that besides the HMG, which was the inspiration, the halftrack also was carrying the German commander. My opponent ran tanks up to my tank destroyers, and next turn won the initiative. Guess the outcome.

Town defense was firming up and German reserves were committed. My artillery extracted a severe toll on the uncommitted infantry and supporting mortars. Just after the sun was fully up, the German artillery ran out of ammunition (random event). The attrition rate in the assaults wasn’t working out the Germany either, even with the assault gun support.

At 0700 I got my 15th & 16th steps, which ended the game. The outcome was roughly parallel to the historical accounts. While I benefited from German bad luck, it was also clear that the Germans had barely enough infantry to take the town, certainly not enough to chase the survivors far enough away for victory. That and the attrition was not in their favor.

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