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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Crossroads: The Last Gasp
Elsenborn Ridge #21
(Attacker) Germany vs United States (Defender)
Formations Involved
Germany 12th SS “Hitler Jugend” Panzer Division
Germany 560th Heavy Panzerjäger Battalion
United States 1st "Big Red One" Infantry Division
Display
Balance:



Overall balance chart for ElsR021
Total
Side 1 4
Draw 3
Side 2 3
Overall Rating, 10 votes
5
4
3
2
1
3.8
Scenario Rank: 199 of 940
Parent Game Elsenborn Ridge
Historicity Historical
Date 1944-12-21
Start Time 06:30
Turn Count 20
Visibility Day
Counters 118
Net Morale 0
Net Initiative 0
Maps 1: 22
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 95
AAR Bounty 159
Total Plays 10
Total AARs 3
Battle Types
Urban Assault
Conditions
Off-board Artillery
Scenario Requirements & Playability
Elsenborn Ridge Base Game
Introduction

After days of disorder, the Hitler Youth division finally assembled its full strength in front of the Dom Butgenback farm. The division command decided on another night attack in hopes of negating the American advantage in artillery. The Waffen SS scorned the regular Army's General staff traditions and schools, but after the division took two full days to finally assemble some battalions promptly wandered off into the darkness. The attack only got underway more than three hours late, with dawn breaking and well after the preparatory artillery barrage had ended.

Conclusion

Once again, the Hitler Youth proved a dismal failure. The division was ordered out of the line again and sent south to attack Bastogne, where it would fail once more to break a determined American defense. The SS division left 782 dead lying in front of the American positions, and had lost over half its tanks in its defeats at the twin villages and the Dom Butgenbach farm. American losses were also heavy, yet a single American infantry regiment had wrecked one of Hitler's supposedly elite panzer divisions.

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
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)

Display Order of Battle

Germany Order of Battle
Schutzstaffel
  • Mechanized
  • Motorized
United States Order of Battle
Army

Display Errata (4)

4 Errata Items
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 (3)

Sanglant
Author Ifig
Method Solo
Victor Germany
Play Date 2011-11-02
Language English
Scenario ElsR021

A côté d'un PBEM avec Vince Hughes, je joue des scénarios à une carte d'Elsenborn Ridge. Dans la série CrossRoads, celui-ci est plus intéressant que le précédent joué (le 13). Il y a beaucoup plus d'unités, et le scénario se joue de jour, ce qui simplifie les détections et spottings des unités. Par contre, pas trop de stratégie ; les allemands attaquent sur deux axes et peuvent être très vite au contact. Seule petite finesse, utiliser les champs pour l'attaque par l'est pour se rapprocher à couvert de la ville.

La victoire allemande semble assez assurée : dans ma partie, les US finissent avec deux unités d'infanterie réduites, sur un hex de ville ! Mais je comprends qu'on puisse avoir un nul avec une défense plus habile.

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Stalemate for the Hitler Youth
Author campsawyer
Method Solo
Victor Draw
Play Date 2011-11-26
Language English
Scenario ElsR021

This is the last in the series on the battles for Dom Butgenbach. This time the Hilter Youth bring Panthers to cover their attack, but it failed to get them into the manor. They were able to get a draw out of the game with the American losses, but their losses was just too much.

To start the Germans have the armor advantage with the Panthers as well as a good amount of OBA. The leaders were OK with on X-2-1 officer. The Americans have the setup and good OBA support. The American leaders are good with all leaders having either morale or combat bonuses, but nothing higher than one. The Americans deploy around the towns positioning armor in the towns anhidingng the AT guns in the towns and fields. Infantry are dugin in the fields and in front of the towns. A slight change from the last scenario is that the Americans are defending the town hex to the west of the board.

The Germans look to use the cover of the morning mist to position on the Americans. A change is that the Americans are defending the western most town, so the Germans cannot sweep to the northwest. But this time the Germans will us the eastern troops to swing north while the southern force will try to pin the Americans.

The first couple of turns have the Germans positioning for the attack. The eastern force moves to the north and positions tanks to fire on the American armor once the mist rises and the GREN's engage them at close range. The first shots are in the south with the GREN's engaging the INFs, but American OBA shot the first kill on a HMG unit. Panthers open fire on the dugin troops and they demorallowingllowng the GREN's and ENG's to closassaultssualt the hex. American OP fire disrupt some, but a GREN and ENG get into the disrupted hex and kill the defending INF. German OBA start to hit the southern town trying to disrupt the M36 in the town. The next turn starts with American initiative and they fire on the German Panthers scoring a kill. The other Panthers open up and kill the M36.

To the noassault assualt starts with the GREN's closing but American OP fire is on target and a full GREN is killed. German Panther cover fire but miss their targets. American M4/76's scores two kills on the Panthers leaving one to return fire, but misses. German OBA comes in and demoralizes some of the dug in the Americans. Continuing to close assault assualt the Germans get into the American trenches an win the close combat.

Half way through the Germans are making progress toward taking the towns but heavy losses to German armor keeps the VC count close. The Americans have lost there M36 and a M4/76 and sevebutINF's biut still control all towns. The southern German attack looks to isolate the western town and a company of GREN's with HMG support look to take the town held by INF and a 57mm. American OBA hits and slows the progress of the company bu eventually they make it next to theassaultnd assualt. Heavy combat occurs and the Germans lose a GREN for the price of the town. The American INF and 57mm are destroyed. Now the Germans have one town hex, but the others don't look promising.

An engineer attack goes bad and the Americans pin a ENG assaultn an assualt. American OBA demoralize reinforcements and isolate the unit. Panthers are sent forward to help but American bazooka teams score a hit. The ENG and reduce Panthers are able to flee but the southern attack stalls. To the north the attack cannot get any disruptions or demoralization given the morale bonuses of the American leaders. The Germans try assaultrate assualt on the town but it fails and the Germans pull back.

In the end the game was a draw. The casualty count was high on both sides and neither could get the required 5 or more VP's to win.

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Elsenborn Ridge: scenario # 21, Crossroads: The Last Gasp
Author JayTownsend
Method Solo
Victor Germany
Play Date 2020-07-18
Language English
Scenario ElsR021

Elsenborn Ridge: scenario # 21, Crossroads: The Last Gasp

I really like the scenarios from Battle of the Bulge 2: Elsenborn Ridge and haven’t played one for years but yesterday I returned to this game and used the winter maps and the upgraded Sherman tanks.

One mess up in my game play for the first turn only as I used the visibility chart on turn one assuming turn one of 2 hex visibility until I saw the first turn starts on 0630 which is 4 hexes of visibility. I am not sure why the Germans would use trucks to bring their infantry on for their southern group but on the eastern group it would help to bring on your infantry undercover of the lack of visibility and unload right before you got into the American’s range of fire.

This was bloody battle, both sides have about the same amount of off-board artillery but the Germans have about twice the Infantry force and their 3 platoons of Panthers and 4 platoons of Pz IVH are better than the American’s 2 M4/76, 1 M18 and 1 M36 platoons. The American rolled terrible with their armor and lost all of them, in fact the Germans only lost one step of armor to an American AT Gun. The Infantry loses were bloody on both sides but the Germans with numbers, engineers and armor prevailed in conquering the towns on map 22 with a major victory but at a cost to their Infantry.

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