Panzer Grenadier Battles on October 24th:
Afrika 1944 #22 - PAKfront Leyte '44 #12 - Flying Wedge
Fronte Russo #9 - Potemkin Village Leyte '44 #13 - Failure at Buri Airfield
Red & White #28 - Bastion
Errors? Omissions? Report them!
St. Vith: Help Arrives
Elsenborn Ridge #11
(Attacker) Germany vs United States (Attacker)
Formations Involved
Germany 1st SS "Leibstandarte Adolf Hitler" Division
United States 7th "Lucky Seventh" Armored Division
United States 9th "Phantom" Armored Division
Display
Balance:



Overall balance chart for ElsR011
Total
Side 1 9
Draw 1
Side 2 7
Overall Rating, 19 votes
5
4
3
2
1
3.84
Scenario Rank: 195 of 1096
Parent Game Elsenborn Ridge
Historicity Historical
Date 1944-12-18
Start Time 09:00
Turn Count 24
Visibility Day
Counters 63
Net Morale 0
Net Initiative 0
Maps 2: 22, 25
Layout Dimensions 86 x 28 cm
34 x 11 in
Play Bounty 74
AAR Bounty 130
Total Plays 17
Total AARs 8
Duplicates EbRR013
Battle Types
Meeting Engagement
Road Control
Conditions
Off-board Artillery
Scenario Requirements & Playability
Elsenborn Ridge Base Game
Introduction

While three German divisions jostled for position to attack the vital crossroads town of St. Vith, two American armored divisions tried just as hard to jam reinforcements through the tidal wave of retreating men and vehicles streaming to the west. The two American divisions had little coordination, and when separate task forces found themselves heading up highway N23 to battle the advancing SS they joined up to give Hitler's favorites a nasty shock.

Conclusion

As often happened during the Battle of the Bulge, the wandering American troops were perfectly willing to fight - as long as someone pointed them toward the enemy. Lt. Col. Leonard Engeman picked up some anti-aircraft halftracks along the way and tasked the 7th Armored tanks with providing fire support while his own went right at the SS. Stunned by the sudden violent resistance, the hardened Nazis fled in panic. Their division commander, col. Wilhelm Mohnke, decided that he really didn't need to pass through St. Vith after all and turned his troops to the west.

Additional Notes

SS transport counters are available as a free download from Avalanche Press. If not using these or other SS transport from other games, players should use regular German army transport as substitutes.


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)
  • Anti-Aircraft Weapon Carrier: apply a -1 modifier to an air attack if within three hexes of the targeted hex (15.14).
  • 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
Schutzstaffel
  • Motorized
United States Order of Battle
Army

Display Errata (5)

5 Errata Items
Scen 11

The ILS for this game is missing the ability to select Ostfr for the Germans.

(J6A on 2020 Jul 30)
Overall balance chart for 424

The reduced direct fire value of the SS HMG is 5-5 in Beyond Normandy and Road to Berlin.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 408

The Units in Beyond Normandy were misprinted with a movement factor of 5. The movement factor should be 8.

(rerathbun on 2012 Mar 21)
Overall balance chart for 408

Liberation 1944's counters are mislabeled 'PzIVF2.' The counter's ratings are correct (Armor 5, Move 8, DF 11-6, AT 6-8).

(rerathbun on 2014 Feb 14)
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 (8)

Need Help: Tanks Keep Blowing Up!
Author patman
Method Solo
Victor Germany
Play Date 2009-03-10
Language English
Scenario ElsR011

OK, this is going to be a little hazy because I played this more than a year ago, but I have my record sheet to help me. My first (solo) play of Elsenborn Ridge was #11 St. Vith, Help Arrives. I think I saw Jay Townsend's AAR of this scenario in the Consimworld AAR folder, and it inspired me to try it out, with the winter boards, of course!

As I recall, the US rushed out with their armor to get out to the treeline and hill at the south end of board 22, to obstruct the progress of the SS, who want to clear out the whole N-S road. The poor infantry had to catch up on foot. Unfortunately for the U.S., the Germans used the "Tank Riders" rule to get their infantry up to the front quickly, and therefore had a combined arms thing going. That and armor values of 3 meant massive destruction for the U.S. armor. My notes tell me that I had to put the game away after turn 9 because of an impending conference at work, but I wrote that a German major victory was all but assured due to the nearly complete elimination of the U.S. armor. The U.S. was within 1 German step of meeting their minor victory condition, but were unlikely to stick around long enough (barring some extreme luck and/or gamey "rush the road on the last turn" tactics) to reach major status for the draw.

Overall, interesting, but I clearly have to learn how to handle thin-skinned American armor better.

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Speed and Daring
Author Greg SW
Method Solo
Victor United States
Play Date 2010-10-28
Language English
Scenario ElsR011

The Americans won a minor victory, though coming very close to a major one. By having the initiative the first two turns they were able to rush forward to board 22 and make the Germans advance across open ground. The Germans rushed the Americans, leaving their tanks to provide fire support if the Americans opened up during opportunity fire. The Americans did not but fired and moved with their M-18's. Eventually it came down to close combat. By the time this transpired, however, the Germans had lost all their armor and therefore did not get the combined arms bonus. This hurt them as the Americans were mostly in woods hexes. When the game ended the Americans had lost most of their armor, the Germans over half of their infantry, and were only able to prevent a major American victory by moving a unit on the rode (board 25) at the last minute.

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Help certainly did arrive: SS avenges volksgrenadiers
Author Poor Yorek
Method Solo
Victor Germany
Play Date 2012-03-16
Language English
Scenario ElsR011

This is the third of five St. Vith scenarios following up the "First Assault" which, in my play, ended up with a disrupted and demoralized reduced regiment of Volksgrenadiers. Here, an angry reinforced battalion (or two two-thirds strength battalions; however one wants to think of four companies) of Leibstandarte panzer grenadiers backed up by elements of their panzer and assault gun battalions runs headlong into a company of foot slogging US infantry and armored elements of the US 7th and 9th Armored Divisions. These elements include a company of M18 tank destroyers.

Germans get initiative on turn 1 and enter the north edge dropping off their truck/lorry-borne infantry just south of the towns and parking their armor in the town LT. The US pushes their armor forward, especially the quick moving M18's. Over the next two turns, US tankers trade jabs (as both sides slowly unveil from their LT positions) with the SS panzer crews whilst the grenadiers push all-out to the south to close with the sharp-shooting US tankers. The US commander is conflicted: clearly, German armor is going to wait at longer range and not engage in open terrain with the deft M18s and M4/76's: yet, they have to make a stand somewhere and they hold a light woods edge. What essentially happened is that the Waffen SS was well lined up such that a single activation moved a hoard of units ... US OF simply got overwhelmed; the Germans gained initiative on turn four; and suddenly US armor unsupported by INF were in three assaults. Some fair rolling on assault columns for the Germans along with a few panzerfaust shots suddenly found the US M4/76 elements smouldering ruins. It was clear the SS obersturmbahnfuhrer in command was simply going to take his time moving south with his armor well-screened.

The remaining US forces then fled southwards hoping to establish strongpoints on the road along the 20-m hill on the southern board. The SS, never known for its march discipline, took a few turns to reorganize, and the swath moved again southwards. US armor just never had much to shoot at - finally, the remaining two M18's went "kamikazi" rushing PzIVH units in a dash for a flanking bonus. Amazingly, one platoon skirted several grenadier platoons (read survived four 22-col DF OF rolls) only to get disrupted (i.e. one step destroyed, the survivor disrupted) by OF from the panzers. The second unit managed to get in a kill on the "type IVs," but to their dismay, the SS held morale. The StugIIIG's were not far behind and the brave M18 that had survived all of the OF shots in its mad dash, was swarmed by shadowy SS-troopers in camouflage.

Determined US attempts at dug-in strong points with an INF or HMG + M16 or M4/105 held well for a while, but the SS simply had to bring up their remaining armor, shoot out the US mechanized units, then move in their infantry. It was all over by Turn 15.

The US did gain a minor victory killing off a tenth German step on the final assault. The Germans had a major victory, however, as the road to St. Vith was now open.

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El Leibstandarte AH gana una sangrienta batalla
Author enrique
Method Solo
Victor Germany
Play Date 2014-10-01
Language Español
Scenario ElsR011

En este escenario un batallón de panzer grenadier, apoyados por una compañía de tanques (PzIVH)y cañones de asalto, dos secciones de morteros y artillería fuera del mapa (2 x 16), pertenecientes a la 1ª división SS, atacan a una fuerza americana compuesta por dos compañía de tanques M4 en sus diversas variantes, una compañía de los velocísimos cazatanques M18 y una batería de cañones autopropulsados M18. El enfrentamiento se produce en los alrededores de Saint Vith.

Los alemanes avanazan encabezados por sus tanques PzIVH, que cometen la imprudencia de adelantarse demasiado en terreno desconocido, por lo que son blanco de los letales cazatanques M18 enemigos, que destruyen dos steps de PzIVH y dos secciones de semiorugas SPW 251. Los germanos aprenden la lección y organizan sus fuerzas para llevar a cabo un ataque lento y metódico. Hacen avanzar a sus panzer grenadier hacia los blindados enemigos con objeto de hacer que éstos disparen y manifiesten sus posiciones, lo que permitiría que fueran localizados y destruidos por los tanques y cañones de asalto que avanzan detrás de los panzer grenadier.

Para resistir el ataque de la infantería alemana, los blindados americanos se concentran al máximo (tres secciones en un hex), lo que les permite hacer un fuego de oportunidad letal, que produce numerosas bajas entre los asaltantes. Sin embargo, este fuego revela las posiciones de los blindados americanos a los panzer, que con un fuego antitanque preciso y efectivo van destruyendo paulatinamente los vehículos enemigos.

Con esta sencilla táctica aplicada sistemáticamente los alemanes van destruyendo y arrinconando a los blindados enemigos, aunque pagan por ello un precio terrible. Cuando los tanques americanos son destruidos quedan solamente las posiciones de la compañía de infantería, fortificada en una encrucijada de carreteras, pero el fuego de la artillería fuera del mapa y de los morteros alemanes mina su resistencia y son finalmente aniquilados en furiosos asaltos de los panzer grenadier.

Los alemanes cosiguen así la victoria, pero a un precio altísimo, ya que pierden la mitad aproximadamente de toda la infantería. Los americanos obtienen una victoria menor, pero los alemanes consiguen una victoria mayor y con ella la victoria definitiva.

Buen escenario. Si los americans hubiesen dispuesto de artillería fuera del mapa tal vez el resultado habría sido distinto.

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Time to Go
Author battlecarrysabot (United States)
Method VASSAL
Victor United States
Participants Schoenwulf
Play Date 2025-06-05
Language English
Scenario ElsR011

With both sides beginning the fight off-board, the Americans seek to secure the crossroads and surrounding hilltops and inflict casualties on the approaching Germans, while the Germans attempt to seize the full length of the north-south running road and seize the same crossroads on Board 25. From the outset the Americans are in a hasty defense and the Germans try to capitalize on numerical advantage.

During the first third of the game, the Americans move forward and effectively setup a defensive line, with the majority of their foot units around the crosswords and the rest of their armor dispersed around the flanks. In addition, the Americans rapidly move the M18s forward, scoring kills on the German halftracks in an attempt to screen and delay the Germans. However, on just the third turn, the Germans fire indirect fire, resulting in an M18 being destroyed, the others demoralized and on the run. The German PzIVs and StuGs close to finish off the M18 Company. The rest of the German dismounted force moves forward and deploys.

The middle third progressed quickly, with the Germans attempting to force the Americans back with sustained direct and indirect fire, while maneuvering their armor to the western hills to gain direct fire opportunities on the Americans. For two hours, the forces exchange limited direct fire, some light AT fire and the Americans hold. Critical rolls were the Germans killing a step of M4/105 and the Americans knocking out a PzIV. Finally the American M16 AA Halftrack gets a good kill by shooting up both German 81mm mortars.

The final stage of the attack saw the Germans advance quickly on the crossroads, under murderous opportunity fire from the Americans. But the Germans persisted and on the first turn of assaults seized the crossroads, completely destroying the American force in that hex, including killing the strong Company Commander (CPT, 10-1-1). As the infantry fight progressed, the Germans began moving armor forward. Volleys across the hills began. While the Americans draw first blood the Germans are extremely accurate and kill all but two Platoons of American tanks. Those tanks run north, narrowly dodging German AT fire and eek out a small defensive position on the northern board.

Result: American Victory

3 Comments
2025-06-07 10:59

Yikes, a very gamey way to end a scenario.

Here's another Elsenborn Ridge scenario in need of a rewrite.

2025-06-07 14:32

Enjoyed the battle and it came to a just conclusion. The wounded Pz.IV's just couldn't recover quickly enough to seal the east flank, allowing the Germans to be encircled. All in all a fun scenario, particularly if the German OBA gets an early snake-eyes :-)

(edited 2025-06-07 16:56)

. . . and you fought it well, to the bitter end, Bob!

As always, you were clearly playing with the expection of accomplishing your assigned mission, and not simply avoiding a loss.

That graveyard is full of your opponent's shattered formations.

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Push South, Secure the N-23 Road & Adjacent Towns - NOT!
Author treadasaurusrex (Germany)
Method VASSAL
Victor United States
Participants Jockulus
Play Date 2026-10-10
Language English
Scenario ElsR011

This was an extended 7-session play-through with the dauntless & creative, Jockulus, leading defending elements of the American 7th and 9th Armored Divisions in this daytime, meeting engagement in wintry Belgium. I led elements of the 1st SS Armored Division in this 24-game turn, 2-map fight to see who will control Highway N-23. Oddly, both sides drew excellent sets of leaders.

The FOW, smoke/illum, excess initiative, extended assault, US M-18 - efficient unit move & fire, and consolidation optional rules, as well as these FOUR house rules: 1) Road Movement for Mechanized & Foot Units — All FOOT & MECHANIZED units may move on roads at the rate of 1/2 of a Movement Point (MP) per road hex, just like MOTORIZED units, 2) Standardized Movement for Mechanized Units — All mechanized units may move through clear hexes at a movement cost of only 1 movement point (MP) per hex, instead of 1 1/2. Add one to this cost if moving up, across, or down slopes hexes, 3) German Assault Gun Activation — German Army, turretless STGs and Jagdpanzer units were typically crewed by artillerymen. Like halftracks, these units may be activated by ALL leaders, as well as Tank Leaders, unless prohibited by scenario rules, and 4) Tank Leader Forward Observation — Full strength, EFFICIENT tank leaders may spot for ALL artillery & air strikes in accordance with the normal spotting rules (8.0, page 19). Just as leaders may spot enemy units, this action does not require an activation.

We felt that these house rules improved simplicity & playability of this scenario.

Our fast-paced, first session (game turns 1-2) featured a massive German combined arms column moving quickly south on the road to occupy town hexes in the northern third of Map 22. The scrambling Yanks moved nearly as fast north from the south map edge, on the same narrow front, The American Tank Destroyer company scored first against a probing STG IIIG platoon and an SPW unit on their right flank. They then began a methodical tactical withdrawal south onto the wooded, lower margins of the 40-meter hill mass. Three German step losses were recorded this session.

The tentative, yet exciting, second session (game turns 3–6) consisted of the Germans continuing to move south in two wings as the Americans withdrew slowly & carefully, losing a pair of steps to accurate SS OBA fire. The German left wing began veering to the right, joining their advancing comrades. A brief counter attack by an adventurous M-18 TD unit bagged an entire STG-IIIg platoon on the eastern margin of Map 25. The GIs consolidated their defenses on the north & east, lower slopes of the wooded, 40-meter hill mass.

Our action-packed, third session (game turns 7–9) was characterized by the Germans shifting the bulk of their advance to the right flank seeking to gain a portion of the crucial high ground, immediately west of the main road. This flanking move caused the Americans to further withdraw key defensive forces to prevent the advancing Germans from capturing the crucial crossroads that had been undefended. The German side encountered bad luck attempting panzerfaust fires in the three close assaults that ensued, while the quick-thinking Yanks continued an orderly tactical withdrawal, repositioning their powerful TD units and a company of tanks to comparative safety on the high ground. The Herrenvolk used their considerable numerical advantage in infantry/mortars/OBA, only losing a single step of infantry this session, while strengthening their grip on the lower margins of the wooded, 40-meter hill mass on Map 25. The GIs struggled to use their substantial advantage in armored units to inflict additional step losses on the surging German wave, however they still held the key position in Hex 25-0704 on the northeast hill slope, overlooking the road.

The grim & very costly fourth session (game turns 10–12) consisted of a great deal of close-range fighting with three close assaults being won by the suddenly surging Germans. Step losses this session were 15 and a leader for the battered American side, and another 5, plus a leader for the barbarous, Third Reich militia boys. When the smoke cleared, there was only a single US leader remaining on the battle map along with some tanks and a reduced HMG! The Herrenvolk lost a section of Pz-IV tanks on the wooded hill mass, while their GI opponents suffered the elimination of a platoon of M-4/76 Shermans, as well as a full strength M-18 TD unit, plus another M-18 section. Both sides saw their initiative levels reduced in fierce fighting.

More close assaults & long-range AT fire characterized our fifth session (game turns 13–15), Step losses for the Americans was another 8, while the scrambling Herrenvolk lost 2 in heavy fighting, and also had their initiative level reduced to zero. The GIs continued an orderly, tactical withdrawal south, while the Germans managed to gain control of the crucial N-23 road juncture at Hex 0709 on Map 25, as they closely followed the retreating Americans units. However, the Yanks are fast running out of space to safely retreat to, with a handful of turns still remaining! At this point in the battle, both sides might claim a minor victory, in effect, the scenario is technically a draw, assuming that the Germans fail to establish control of the entire north-south N-23 road.

The lively sixth session (game turns 16–17) was a grim & costly one for the Defending Yanks, who lost another 5 armored steps as they continued their tactical withdrawal to the southeast quadrant of the battle map.

Our entertaining, seventh & final session (game turns 18–24) was a classic game of cat & mouse, with the last of the US infantry and the sole remaining leader eliminated, as well as a series of poorly-delivered, German close assaults and several AT firefights. In the end, a minor American victory was the result, thanks to a great deal of clever maneuver by the last 3 steps of US armor. The final step loss tally was: 40 for the defending GIs and 19 for the rampaging German side. There were 15 FOW-shortened turns of the 24 played.

This was a relatively balanced, more than a little gamey, but fun-to-play scenario in wintry terrain. It merits a 4 in shared, online play with a challenging & flexible opponent. To merit a rating of 5, the victory conditions should be reconsidered & rewritten requiring the Germans to maintain complete control of the N-23 road north of the crucial intersection at 25-0709, while also inflicting at least TWICE the number of US steps that they lose in combat. It is suitable for both SHARED and SOLO play.

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Bulge II: Elsenborn Ridge, Scenario #11, St. Vith: Help Arrives
Author JayTownsend
Method Solo
Victor United States
Play Date 2010-01-01
Language English
Scenario ElsR011

I am playing this scenario, as it is a quick one, and my time is short today. After one turn of play, I have rushed my M18's into a blocking position, hopefully they will get to activate first next turn? The American have very little Infantry but lots of armor. The Germans on the other hand have tons of Infantry and enough armor to make them dangerous. Both sides really need to try for the Major Victory conditions first because if both get minor one victory conditions, it will be a Draw. So the fight should center around the Northern part of board 25. Without very much Infantry, this looks tough for the Americans but if I can quickly take out the German armor, I should have a chance.

Those 14 movement factor, really makes the M18's a fun TD to move across the map board first and get into position and this scenario you get to use 3 full strength counters/Platoons of them.

This ended in an American Minor Victory. The Germans never could not get it together to make a finally push. They had terrible recovery dice rolls. I threw in the towel with about six turns left. The American did what they needed to do to get a minor victory but had little chance to get a Major Victory with too few Infantry units and no Artillery.

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St. Vith falls to the SS
Author campsawyer
Method Solo
Victor Germany
Play Date 2010-07-23
Language English
Scenario ElsR011

Continuing on with Elsenborn Ridge, scenario 11 St. Vith: Help Arrives pits several battalions of German SS against a adhoc group of American troops. The strengths of the Germans are number of units, better armor, artillery, morale and mobility. The American get the victory conditions, just destroy 10 German steps without the Germans gaining control of the north-south road up to and including the crossroads on board 25. The German strategy was to just move down the road and kill anything in the way. There movement can be controlled as there is enough trucks/halftracks to keep up with the tanks. Even dismounted the Germans must resist the temptation to rush the tanks forward. Steady, constant movement and firepower. For the Americans, a straight up battle is out of the question with the German strengths. The Americans must hit and run, use the their tank mobility to find and hit weak units and get around the advancing Germans to threaten the road link to the north.

From the start the Americans had problems. The Germans were able to score impressive kills on a couple of advance M18's causing the Americans to lose an initiative point. This lead to the Americans losing most of the initiative rolls and the Germans to match their tanks against the Americans with the Germans taking more kills. 8 to 1 kill ratios we the norm for the Germans as the American weak armor shows why the Americans need numbers to destroy Germans tanks. The American platoon of infantry and HMG tried to digin but the German infantry was able to close and get 3 to 1 assaults on the platoons. The bright spot for the Americans was that a M4/76 dugin on the hill on board 25 was able to disrupt and demoralize the German infantry trying to capture the crossroads. As a final defense the M24 tried to kill the SS as it approached, but it was soon dispatched with a panzerfaust. The final score a German minor victory with the capture of the crossroads on board 25. In terms of step losses Americans 24, Germans 5.

This scenario is one I would play again as the German dice rolls were too good and the Americans we so bad, this seemed to make the difference. I feel a Americans need to be more choosy about the attacks and use the mobility to get around and spread out the German assault.

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