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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Norwegian Nightmare
Elsenborn Ridge #23
(Attacker) Germany vs United States (Defender)
Formations Involved
Germany 150th Panzer Brigade
United States 99th "Battle Babies" Infantry Division
Display
Balance:



Overall balance chart for ElsR023
Total
Side 1 2
Draw 0
Side 2 5
Overall Rating, 7 votes
5
4
3
2
1
3.43
Scenario Rank: 456 of 940
Parent Game Elsenborn Ridge
Historicity Historical
Date 1944-12-21
Start Time 19:00
Turn Count 20
Visibility Night
Counters 48
Net Morale 0
Net Initiative 1
Maps 2: 22, 25
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 84
AAR Bounty 171
Total Plays 7
Total AARs 1
Battle Types
Road Control
Urban Assault
Conditions
Off-board Artillery
Scenario Requirements & Playability
Elsenborn Ridge Base Game
Introduction

With Battle Group Peiper trapped and Sixth SS Panzer Army unwilling to authorize a breakout, fresh reinforcements were flung into a relief attempt including Otto Skorzeny's "deception brigade". His troops, clad in American uniforms, had been intended to seize the bridges over the Meuse River but now found themselves in regular ground combat.

Conclusion

Skorzeny's misfit band had a run of gross misfortunes. First, they ran into the only American unit containing a large proportion of Norwegians, whose poor grasp of English made them immune to Skorzeny's deception tactics. Next, they were attacking a scant few hundred yards from the site where SS men had murdered 86 unarmed American prisoners on the 17th; 43 men (including actor Charles Durning) escaped to bring the tale to other U.S. units. Finally, Allied headquarters had issued permission to use the deadly proximity fuse that made American artillery utterly devastating to infantry in the open. This would be its first use. Skorzeny's men attacked while shouting "surrender or die" and the Norwegians drove them back. The Germans in turn tried to surrender, milling about and screaming "Kamerad!" The Norwegians instead gave them the second alternative, in the form of machine-gun fire and artillery barrage.


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

Display Errata (3)

3 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 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)
Overall balance chart for 39

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

(plloyd1010 on 2015 Jul 31)

Display AARs (1)

Over before they got started.
Author campsawyer
Method Solo
Victor United States
Play Date 2011-12-23
Language English
Scenario ElsR023

Looking for a quick scenario after a couple of long days and more to come, but this was a little too quick. The scenario has a mixed German force of Panzergrenadiers and German paratroopers to face dugin determined Americans in a night action. The Americans have quite a few advantages, setup, better morale, unwavering determination and above all devastating OBA with VT fuses. The Germans have a reduce Panther and the mobility of SPW251s and trucks, but that is not much to satisfy the victory conditions of controlling the north-south road.

The Americans setup on the crossroads on board 25. Dugin with HMG a company of the 99th hold that position, backed up by mortars about a kilometer back as well as possible hidden AT gun. On board 22 the Americans have the second company occupying the center towns. The Germans look to have the paratroops advance up the road with the grenadiers move to the east of the crossroads, out of sight of the Americans to try to flank the dug in Americans. The Panther support will go up the road as well. A good plan that unravels on the first turn.

The Germans move forward on the trucks and halftracks stopping just outside sighting range to dismount the paratroops. The German Panther pushes forward to get a good firing position on the Americans, but is hit by OP fire, BLAM 12 morale check. Worry sets in as the morale is only 6, BLAM 10, demoralized and the Germans lose their armor support. There is a chance to get it back but it will be small rolling a 4 or better.

So now it is up to the infantry, but VT OBA will make it hard to advance on the Americans. The German continue to move the grenadiers to the east around the flank of the Americans. The American Major reacts by move to spot for the artillery. Both shots miss and the Germans dash for the woods beyond the ridge and setup for there attack. The German para's advance to setup a firebase on the north side of the Americans, but OP fire disrupts one stack of para and PMG's. The Germans to the south dismount and setup a fire base to hit the dug in units on the hill. But American OBA hits with a 2X killing a GREN and two SPW251's setting up for the attack. German initiative falls and the this is all still at turn 3.

The Americans pound the disrupted para's scoring an X and reduces a PARA further morale check fails and suffers another loss due to double demoralization and well as the PMG being demoralized. The German fate looks grim.

The Germans take a turn to try to recover but fail to do so. While the Americans start to re-digin after some repositioning. OBA fire on the troops in the woods with no effect. The Germans mount a second advance, but this time on the supporting mortar and possible AT gun. As they move forward the gun position is empty and the mortar is by itself. An American INF moves back to support it, but the mortar Captain calls down the VT OBA with devastating effects. Another 2x, killing another GREN and demoralizing the best German leader.

American fire on the para further demoralize the last good order units and they flee north as well. At this point, the Germans are reeling with loses and demoralization. Several turns are needed for recovery and one final attempt at the Americans is met with the loss of the German Captain with a half a GREN. By turn ten it is over with the German force spent.

A couple of comments on the scenario. First it is definitely weighted toward the Americans with the items I described. The Germans with need some good dice rolls as well as nerves of steel to charge the American positions. The victory conditions seem to be a stretch for the Germans, while the Americans just need to maintain one unit on the north-believeoad. I beleive the Americans need some VC's besides preventing the Germans. Lastly, the devastatingre devestating but one issue is that both sides know there are VT fuses and hence the Americans will setup with open hexes around them and the Germans will stay to the woods and out of sight of the Americans. Eventually they will need to close and at that point a 36 OBA with a +3 shift will wipe them out. I would advovariablyome variablity to the VT fuses, such as a availabilityor availablity before resolving the fire. This might give the Germans chance without disrupting the historical structure.

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