Lauterborn Battle of the Bulge #37 |
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(Attacker) Germany | vs | United States (Defender) |
Formations Involved | ||
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Germany | 212th Fusilier Battalion | |
Germany | 212th Volksgrenadier Division | |
Germany | 316th Grenadier Regiment | |
Germany | 423rd Greandier Regiment | |
United States | 12th "Red Warriors" Infantry Regiment | |
United States | 70th Tank Battalion |
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Overall Rating, 5 votes |
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2.4
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Scenario Rank: 914 of 940 |
Parent Game | Battle of the Bulge |
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Historicity | Historical |
Date | 1944-12-16 |
Start Time | 07:30 |
Turn Count | 40 |
Visibility | Day |
Counters | 89 |
Net Morale | 0 |
Net Initiative | 4 |
Maps | 3: 10, 12, 9 |
Layout Dimensions | 84 x 43 cm 33 x 17 in |
Play Bounty | 111 |
AAR Bounty | 165 |
Total Plays | 4 |
Total AARs | 2 |
Battle Types |
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Urban Assault |
Conditions |
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Off-board Artillery |
Reinforcements |
Terrain Mods |
Scenario Requirements & Playability | |
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Battle of the Bulge | Base Game |
Introduction |
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On the extreme left of the German offensive the 212th Volksgrenadier Division crossed the Sauer on either side of the town of Echternach and advanced on the town of Lauterborn. With orders to bypass resistance and drive west, the grenadiers were expected to secure good defensive positions and await the arrival of American reinforcements from the south. The 423 Grenadier Regiment led the right wing of the division's attack. |
Conclusion |
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The German attack quickly isolated E Company and drove on Lauterborn (Board 10) where stiff resistance and American tank reinforcements stopped the advance. The next day the Americans launched a counterattack by A Company, 12th Infantry Regiment and a platoon of tanks. It failed, but served notice that the Americans were not satisfied to just stand their ground. The southern shoulder gave little and German plans to gain an adequate defensive position along the left flank were never fully realized. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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2 Errata Items | |
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The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France. (plloyd1010
on 2015 Jul 31)
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The morale and combat modifiers of German Sergeant #1614 should be "0", not "8". (Shad
on 2010 Dec 15)
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Battle of the Bulge #37 | ||||||||||||
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The Germans will win this scenario. There is no getting around that. Its not balanced in the least bit, although I have seen worse. The Americans "technically" can win, and if they roll aces maybe they actually would. It can be tough to dislodge INF/HMG stacks in towns without the right tools to do so. That being said.... I actually found this scenario to be quite enjoyable. I wouldnt play it opposed, but balance isn't the end all, be all for single play. The Americans start with disparate companies, one on board 12 in the north and the other in board 10 in the south. They get a reinforcement roll starting in a couple hours and are initially frozen. They are mostly just going to try to hang on. They setup the northern group in 2 stacks to get very good OP fire against germans advancing across the two bridges (neither side has engineers). The Germans opposed to them set up across from them and try to set up fire groups to weaken the American stacks, assuaulting if possible. Otherwise they will wait for reinforcements to arrive from behind the American defenses and swipe the north town by both ends. The German reinforcements mentioned are the bulk of their force. One onboarding on board 12, the other on board 9. The Board 9 group will begin the attack preparations in the south while the group coming onto 12 will help eliminate the northern force and then join for the main attack afterwards. Simple stuff, although the decision of how to use the board 12 reinforcements is interesting. You can either immediately attack south or focus north. Focusing north isnt relevant per the VCs but trades time for more units to ultimately attack the town in the south later on. The Germans repeatedly roll poorly for the board 12 fire exchanges and get the worse of it until the reinforcements swarm the town from the south. This takes 10 turns longer than it probably should have. Fortunately time really isnt a factor as the scenario is so long. The board 9 force starts skirmishing with the town on board 10, trading artillery and HMG fire. Nothing decisive happens. Finally the Americans get their reinforcments about as the northern force arrives for the final fight. The Germans roll better in the south and ultimately wipe out the Americans. Pretty standard stuff. Even with overwhelming numbers, its difficult to clear towns without strong artillery or supporting arms. The Germans have bodies, but not much else here. I think buried in here is a quality scenario actually. The decision of what to do with those board 12 reinforcements is key. I'm always a sucker for a big picture decision thrown into a scenario. You just need to cut the turn allotment significantly and tweak the VCs a bit to be more forgiving. Maybe just whomever controls the most town hexes on 10 wins after a more realistic window? I dont take detailed notes to give a long play by play. I just felt like justifying my middling rating of a "3" for a scenario that others have given a "1" which i reserve for completely broken scenarios. |
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0 Comments |
Fencing with a giant ogre | ||||||||||||||
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Played with anonymous leaders and random events. We also have 2 characters each in the battle. Otherwise pretty much standard 4th edition rules. Double-blind due to all the open area. Firstly, don't expect the Americans to “win”. The victory conditions require that the Germans control no town hexes on board 10. The Germans outgun the GI's by 3:1, that assumes the U.S. reinforcement tank and company have arrived in the town before the Volksgrenadiers are seriously attacking. Oh, the game runs for 40 turns. That considered, I go for a moral victory of killing a dozen or so German steps. To make matters a little worse, in the superfluous town to the north (probably Echternach), the American company (commanded by Capt. Ken) is facing a 2:1 deficiency. Should the Germans decide to, the defenders will be isolated in about 2 turns. I think I saw this in a movie once. Though the odds are against success, I decide to make a run for Lauterborn. At least if someone gets through, they can help at Lauterborn. I get caught in the open about half way down the road, by a single grenadier platoon. I decide to try and blow it way, and get an absolutely abysmal roll. Now I am stuck. The company manages to inflict 2 steps on the Germans as it is surrounded and devoured. Generally a bad result. On the positive side, the lion used all his strength to kill the mouse. The Germans are at least 2 turns from Lauterborn and it is turn 8. Oh yeah, my reinforcements did not arrive yet. It has started raining, I’m not sure that helps. We have has random event of rain begin with the annihilation of my forward company. It keeps the Germans away, but also prevents my meager artillery from being used. The rain lifts, but my reinforcements are still AWOL. German artillery starts falling on my HMG positions. The western side fails its morale checks and is forced to fall back. The Germans also move to cut the east road. Yeah, there really are that many of them. Finally, flanked from the west, assaulted from the north, Germans 2 hexes from the east road, my reinforcements arrive. The tank races to the town, but the infantry will not make it. My relieving infantry tries to slow the German envelopment by fire. Not much effect. The Germans are assaulting in 3 places. While my holdouts battle to the inevitable end, I make an “Alamo” position in the south-west corner. Unfortunately my opponent simply surrounds the position and starts blasting. I do a little damage too, but the withering fire is taking its toll. We call the game after 16 turns. I have 2 INF and an HMG left alive. One of my characters has done fairly well, the other is down by 3. Do you really need to ask who won? |
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2 Comments |
Did the Americans eliminate enough German steps to achieve the "moral victory" you were trying to achieve?
No. Sorry to say that was also unachievable. I only got 7 steps. most of them near the end, when the reinforcements could help a little.