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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Lauterborn
Battle of the Bulge #37
(Attacker) Germany vs United States (Defender)
Formations Involved
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
Display
Balance:



Overall balance chart for BaBu037
Total
Side 1 4
Draw 0
Side 2 0
Overall Rating, 5 votes
5
4
3
2
1
2.4
Scenario Rank: 914 of 940
Parent Game Battle of the Bulge
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
Urban Assault
Conditions
Off-board Artillery
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Battle of the Bulge Base Game
Introduction

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

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.


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
  • 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 (2)

Battle of the Bulge #37
Author triangular_cube
Method Solo
Victor Germany
Play Date 2021-04-24
Language English
Scenario BaBu037

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.

0 Comments
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Fencing with a giant ogre
Author plloyd1010 (United States)
Method Face to Face
Victor Germany
Participants WightTiger
Play Date 2016-10-31
Language English
Scenario BaBu037

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?

2 Comments
2016-11-01 12:03

Did the Americans eliminate enough German steps to achieve the "moral victory" you were trying to achieve?

(edited 2017-05-27 03:56)

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.

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