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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Martelange and Warnach
Battle of the Bulge #44
(Defender) Germany vs United States (Attacker)
Formations Involved
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
Display
Balance:



Overall balance chart for BaBu044
Total
Side 1 4
Draw 1
Side 2 1
Overall Rating, 6 votes
5
4
3
2
1
2.67
Scenario Rank: 873 of 940
Parent Game Battle of the Bulge
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
River Crossing
Urban Assault
Conditions
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Battle of the Bulge Base Game
Introduction

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

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.


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)
  • Self-Propelled Artillery: 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).
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.

Display Order of Battle

Germany Order of Battle
Heer
  • Mechanized
  • Motorized
Luftwaffe
United States Order of Battle
Army
  • Motorized
  • Towed

Display Errata (5)

5 Errata Items
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)
Overall balance chart for 2

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)
Overall balance chart for 54

The movement allowance on the counters in Airborne is misprinted. It should be "3."

(rerathbun on 2012 Jan 30)
Overall balance chart for 39

Reduce strength direct fire value be came 5-5 in Army at Dawn.

(plloyd1010 on 2015 Jul 31)
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 (4)

Easier Done Than Said
Author Retiredgrunt17
Method Solo
Victor United States
Play Date 2018-01-14
Language English
Scenario BaBu044

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.

0 Comments
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In the words of Elliot Gould, "Where is that Bailey Crap"
Author Matt W
Method Solo
Victor Germany
Play Date 2012-09-12
Language English
Scenario BaBu044

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
2012-09-13 03:28

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.

(edited 2012-09-13 14:35)

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.

2012-09-14 04:16

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.

2012-09-15 19:04

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.

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That's 18 hours of my life that I will never get back
Author waynebaumber
Method Solo
Victor Germany
Play Date 2012-09-30
Language English
Scenario BaBu044

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! *

3 Comments
2012-10-02 11:03

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.

2012-10-02 15:54

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.

2012-10-03 01:42

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

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More work is need, not only on the bridge
Author campsawyer
Method Solo
Victor Germany
Play Date 2012-09-18
Language English
Scenario BaBu044

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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