Norwegian Nightmare Elsenborn Ridge #23 |
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(Attacker) Germany | vs | United States (Defender) |
Formations Involved | ||
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Germany | 150th Panzer Brigade | |
United States | 99th "Battle Babies" Infantry Division |
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Overall Rating, 7 votes |
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3.43
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Scenario Rank: 456 of 940 |
Parent Game | Elsenborn Ridge |
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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 |
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Road Control |
Urban Assault |
Conditions |
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Off-board Artillery |
Scenario Requirements & Playability | |
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Elsenborn Ridge | Base Game |
Introduction |
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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 |
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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. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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3 Errata Items | |
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The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France. (plloyd1010
on 2015 Jul 31)
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All SPW 251s have an armor value of 0. (Shad
on 2010 Dec 15)
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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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Over before they got started. | ||||||||||||
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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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