Martelange and Warnach Battle of the Bulge #44 |
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(Defender) Germany | vs | United States (Attacker) |
Formations Involved | ||
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Germany | 11th Sturmgeschütz Brigade | |
Germany | 15th Fallschirmjäger Regiment | |
Germany | 5th Fallschirmjager Division | |
United States | 35th Tank Battalion | |
United States | 4th Armored Division | |
United States | 51st Armored Infantry Battalion | |
United States | Army |
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Overall Rating, 6 votes |
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2.67
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Scenario Rank: 873 of 940 |
Parent Game | Battle of the Bulge |
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Historicity | Historical |
Date | 1944-12-22 |
Start Time | 09:45 |
Turn Count | 140 |
Visibility | Day & Night |
Counters | 133 |
Net Morale | 0 |
Net Initiative | 1 |
Maps | 4: 10, 11, 12, 9 |
Layout Dimensions | 112 x 43 cm 44 x 17 in |
Play Bounty | 154 |
AAR Bounty | 153 |
Total Plays | 6 |
Total AARs | 4 |
Battle Types |
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River Crossing |
Urban Assault |
Conditions |
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Off-board Artillery |
Terrain Mods |
Scenario Requirements & Playability | |
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Battle of the Bulge | Base Game |
Introduction |
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Ordered by General Patton to "drive like hell", 4th Armored Division advanced 160 miles on its tank treads and, after assembling on the morning of the 22nd of December, moved on the town of Martelange. Major-General Gaffey, 4th Armored Division commander, knew that the bridges at Martelange had bee demolished by the retreating Americans several days before and had intelligence that the Germans held it. Accordingly he had his divisional engineers immediately behind the 25th Reconnaissance Squadron to repair the bridges as soon as the far side was cleared of Germans. |
Conclusion |
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The advance of CCA was halted by the blown bridges at Martelange. The engineers were unable to repair either of them with the materials on hand, and a Bailey Bridge was ordered forward. The Germans contented themselves with observing and calling occasional artillery fire on the Americans. A bridge section was found and arrived at Mertelange early in the morning of the 23rd. Assembly of the bridge was completed at 1500 and the advance resumed. The American lines around Bastogne were only 12 miles away. Unfortunately the Germans stood their ground at Warnach and the advance halted again. Bastogne would not be liberated today. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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5 Errata Items | |
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Scen 44 |
There is a desync of 2 turns between the turn(time) indicators for reinforcements and special rules. I used the turn indicator rather than the time. (triangular_cube
on 2021 May 08)
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Two 105mms (ID#s 1204, 1205) have "16-31" fire values in black (direct fire), when they should be in white (indirect fire). (Shad
on 2010 Dec 15)
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The movement allowance on the counters in Airborne is misprinted. It should be "3." (rerathbun
on 2012 Jan 30)
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Reduce strength direct fire value be came 5-5 in Army at Dawn. (plloyd1010
on 2015 Jul 31)
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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)
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Easier Done Than Said | ||||||||||||
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Reading other AARs, this looked to be a huge undertaking. Fortunately, for the US, but his was not so much the case. The Germans started to withdraw early, but too late not to feel the wrath of the US arty. The forward units lost a platoon or mortars and 2 platoons of infantry and two officers. One officer was popped alone acting as an observer. It was not all one sided though, as the engineers to this point got no one across the river. The US then set about moving units across from the first town, and engineers got a good lot of infantry across. The bridge dice were indeed kind, and the bridge went up with enough time for the US to get armor and arty across to support a strong attack on the town on map 11. The US took some hard losses, to the Stugs and 88s especially, but the Germans were ground down and thrown out of the town. US win. |
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0 Comments |
In the words of Elliot Gould, "Where is that Bailey Crap" |
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A monster scenario which can you can play in a afternoon you say? Absolutely! You see the Americans need to ferry some troops into the town on Board 12 but the Germans have very little ability to fight this as the Americans will be able to cross some troops by turn 8 or 9 and their artillery is such that the Germans will not want to stick around to feel it. As a result the first part of the battle will last 15-20 turns. After the Germans leave the first hill behind the river town the Americans will wait for the Bailey Bridge because, despite their artillery superiority they do not have the infantry to be able to effectively assault the Germans in Warnach. After 66 turns and the end of the game, I had only managed 27 1's (that is in 198 die rolls) and the bridge remained unbuilt. Clearly there is a game here where the American tries to move forward despite the lack of the bridge and that might be compelling but it would also be suicide. In reality the Americans did spend nearly the entire day of the 23rd placing the Bailey Bridge and did not take Warnach despite a lunge at dark. I give this one a "2" as I did not consider the advance without the mechanized support. With the armor the Americans will have plentiful firepower and with the engineers, assault capability to take the town. Quite a frightening scenario in a prospective sense but quite simple retrospectively. The Americans will cross the river and chase away the Germans with artillery fire in time for the bridge to be brought into place. Then it just comes down to rolling ones. If someone is as lucky as I was unlucky they could have up to 20 turns after the bridge is done to take Warnach. Total losses were quite modest, 2 steps for each side. Oh, for an engineer officer like Gould (Robert Stout in the film) then we could have gone places. |
4 Comments |
Matt, did you really play this in one session, that's amazing its taken me two sessions (about 6 hours) so far and I have not even started the bridge. In fact after reading your AAR. I an going to use the ENG to assist with the INF/HMG only assault on the final town. Possibly doomed to failure but we will see.
Wayne:
It was two sittings comprising about 3 1/2 hours. The Americans can decimate the Germans with their OBA and on board artillery once they can gain a line of sight. I must admit to some very good early crossing rolls after turn 9 which permitted a large portion of the infantry and M8s to cross and clear Martelange. The Germans fell back to the second ridge, which would have forced the Americans to come out of the town onto the first ridge and beyond which could have unmasked the engineers, something I really didn't want to happen so I waited and the Germans waited. Then night fell and no one wanted to move. The bridge equipment got in place and the Germans were comfortable for a while listening to swearing, etc. from Martelange. Neither side had much of a reason to move.
Having read the history on the scenario it seems that my play was very historical as the bridge was only completed late on the 23rd and a dusk attack on Warnach was ineffective. It fell on the 24th. The historical link is in the SOTM thread.
By the way, don't forget that the M8s are motorized and therefore capable of crossing. You have to roll a 4 with an engineer assist but what the heck. Every unit counts if the mechs aren't crossing.
Matt, Thanks for your comments, I had forgotten the M8 were motorized so will get them across if I can. So far in my game the German's held out at Martelange and did inflict acouple of losses on the US including a ENG unit but the US OBA nearly eliminated all the German units as they retreated from the town. I have now moved all of the US INF/HMG units across the river and will use the night turns to move closer to the town and then hope that US firepower will carry the day. I suspect it wont and your result as well as being historical will prove to be the correct one for the US even if they "lose" the scenario.
Remember the night movement rules (i.e. disruption). It can be a painful scenario to play, full of delay and frustration for the American and inaction for the German.
That's 18 hours of my life that I will never get back | ||||||||||||
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Played Solo as the SoTM. I chose to play this as per the Rule Book and not as per SHAD’s tweaks. The German Para’s set up on board 12 North of the river in the town. The remainder set up on Board 11 mainly in the town but with the STUGS and accompanying PARA dug in on the first hill line. The US entered and leaving one ENG in reserve split Eat and West the idea being to put INF over the river early and threaten the German defenders in Martelange with encirclement. The first shells from the massive US OBDA fell on the town at 1030 but caused no casualties, however by 1100 the on board German 105mm guns had found the range of the Eastern river crossing and had caused the first US losses. An hour later the US artillery responded and started to cause losses to the German defenders who had to withdraw from the town edges to regroup. At 1145 the first US INF got across the river but without any support they would be very vulnerable to a counter attack. This was the end of my first session 30 mins later German artillery caused some ENG losses which disrupted the river crossing to the west, but on the eastern flank a further US INF platoon had hot across the river. From 1400 hours the Germans started to evacuate Martelange but lost another platoon to the overwhelming US artillery now also supported by M7 SPArt, however a lucky shot from the German on board 105’s destroyed the hastily erected eastern foot bridge and its accompanying ENG this would mean that is was very unlikely that the baily bridge could be built in time for the US Armour to play any major role in the forthcoming battle for Warnach. The US commander brought out the reserve ENG and ordered that all fire should be brought to bear on any German spotters seen in the hills around and Artillery spotters lurking in the ruins. By 1515 the German artillery stopped firing as all their spotters had been captured or killed, for the next four hours the US slowly fed his foot units over the two surviving bridges without any German harassing fire. This completed my second session and the last hour of play was mightily boring, just rolling for the US INF/HMG and 81 to cross the river. The Germans can do little out in the open as the US can rain artillery on any unit even a single leader so they stayed in the town and hills on board 11. By session end the majority of US foot units are over the river and advancing towards Warnach. As the US have so many leaders I have sent out 5 leaders to surround the town and call down artillery, it may be possible that the US INF/HMG with the artillery can take the town without armour support. The US Commander had decided that with the Baily bridge far to the rear and with some ENG losses already that a foot only assault will have to suffice in the taking of Warnach. As night fell the US units slowly moved forward, and brave US forward artillery observers infiltrated towards the town. Sporadic artillery fire did cause some German losses but 6 US leaders were killed or captured during the long night as they tried to spot for the American big guns. As dawn rose the US forces were dug in to the west of the town ready for the attack on Warnach. This third session lasted 4 hours and it was mostly very uninteresting the only diversion being the US spotter v German grab squads or Artillery, for the loss of three German steps 6 US leaders were eliminated via various means. The US are now in position to launch the assault, the plan is to use firepower only in an attempt to whittle down the defenders, then advance into the town. IMHO this would be an awful scenario to play FTF the Germans are now hemmed into the town and have little to do except fire their 81’s and 105’s at the surrounding US forces. They are simply holding out for the end of the game and in effect have done so for last 30 odd turns! With still 58 turns to go. As daylight dawned, there began a tremendous artillery duel which ended with the main German artillery wiped out, but not before inflicting further losses on the surrounding US INF. At the same time a firefight between the German units in the suburbs of the town and dug in GI's raged with the Germans just getting the better of it. At 0730 the US commander realized there was no point in holding back the assault any further and the US troops charged the town, initially the assault was successful and a small toehold was gained in the town, however German armour moved into reinforce and the attack was blunted after 45 mins fighting it was evident that the US would not win this battle (12 steps now lost) but could they clear the town, short answer no. After a further hour of attempting to breach the German lines the attack was called off to await the building of the bridge which would mean the US tanks could assist with any further attacks. *Some scenario are not played even though have been in print for a while for a reason. This is a dire scenario and the only reason I have not marked it as a 1 is because I applaud the idea behind this scenario, a sort of mini campaign, however it is boring boring boring, specially for the German player who for most of the game watches the US try to cross the river lobbing one artillery shot every game turn. I tried to think out of the box and used my ENG to ferry INF/HMG across before the arrival of the bridge but this in fact led to losses which meant that said bridge would almost certainly not get built in time. I then tried a foot assault against the town but that failed. Four sessions of play, 18 hours of game time, 4 weeks since I began the game resulted in what was in many ways a real let down. As an exercise for a solo player who has plenty of time on his hands there is some merit in this scenario but as an enjoyable game forget it! * |
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3 Comments |
You are a better man than I. I'm glad someone else went through the effort on this one. The write-up was interesting, and unfortunately didn't change my surface opinion of the scenario.
Wayne:
Thanks for trying the infantry assault. It confirmed my opinion that without the bridge the assault would be suicide, much like the actual situation. I also felt that the attempt was worthwhile but the execution of the scenario just did not work. As two separate scenarios I could see it working - one to cross the river and set up the bridge site and one to cover what happened late the second day after some of the armor was across.
Thanks Guys,
Matt, I got the infantry dug in 2 hexes from the town hexes but even in the firefight leading up to the assault the US were losing more steps than the Germans and by game end were out numbered by the defenders. This scenario would need a lot of tweaking for it to work
More work is need, not only on the bridge | ||||||||||||
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Well I had a good AAR, but the site burped and I lost it. Basically, the scenario is one sided for the Germans and the Americans must rely on the the luck of the dice to even have a chance to win. I did make it across with a modification to allow the bridge to be built quicker, but with the threat of collapse. My big problem with the scenario is that the German sets up and wins. They have no requirement other than stay in the town that they setup in. The Americans must rely on dicerolls to build the bridge to cross the river. If they don't get them, they lose. Bottom line, I found the scenario disappointing. |
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0 Comments |