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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Spearhead
Elsenborn Ridge #24
(Defender) Germany vs United States (Attacker)
Formations Involved
Germany 1st SS "Leibstandarte Adolf Hitler" Division
United States 30th "Old Hickory" Infantry Division
United States 3rd "Spearhead" Armored Division
Display
Balance:



Overall balance chart for ElsR024
Total
Side 1 3
Draw 2
Side 2 2
Overall Rating, 7 votes
5
4
3
2
1
2.86
Scenario Rank: 815 of 940
Parent Game Elsenborn Ridge
Historicity Historical
Date 1944-12-21
Start Time 12:00
Turn Count 24
Visibility Day
Counters 68
Net Morale 0
Net Initiative 1
Maps 3: 22, 24, 25
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 96
AAR Bounty 159
Total Plays 7
Total AARs 3
Battle Types
Rural Assault
Urban Assault
Conditions
Off-board Artillery
Scenario Requirements & Playability
Elsenborn Ridge Base Game
Introduction

In Stoumont, the beleaguered SS troops of Battle Group Peiper came under intense, long-range direct fire from one of the "bastard" vehicles of the 740th Tank Battalion - a self-propelled 155mm GPF rifle of unknown origin, probably stolen from its parent unit. Running out of fuel, the SS could neither move forward nor retreat. The Americans planned a fresh assault that started to go wrong when an infantry battalion and tank support attacked from widely different directions, not together.

Conclusion

The 2nd Battalion of the 119th Infantry Regiment lost its commander early in the attack when he stumbled into a German patrol. Meanwhile the 3rd Armored Division's Task Force Jordan missed the infantry during its march south and, rather than keep looking for them, Capt. John Jordan ordered his troops to attack without them. Both units failed in their missions - one prong lacked tank support, the other sufficient infantry. The SS would soon slink away from Stoumont of their own accord.

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
  • 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
United States Order of Battle
Army

Display Errata (1)

1 Errata Item
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)

Display AARs (3)

FUEL IS IMPORTANT
Author splat99
Method Solo
Victor Draw
Play Date 2008-11-14
Language English
Scenario ElsR024

It is December 21, 1944, at the height of the Bulge. The Germans (Kampfgruppe Peiper) are low on fuel, holed up in the Stoumont area, and under attack by the recovering Americans. Victory for either side .depends on step losses and town control. Thanks to the gasoline crisis, German armor cannot move (whether in an activation or to flee if demoralization requires it) unless it rolls a 6 on 1d6. If it fails the roll it is still counted as moved/fired – worse, if a vehicle required to flee fails the move roll, its men abandon their vehicles and the unit is destroyed.

For this replay, the Germans started with a GREN and a Tiger II in the town at the northern point of the long wooded ridge. few scattered towns in the middle. Besides these “point men,” the large town on the south board was almost completely occupied by infantry and mortars, plus a Panther unit. On the middle board, several scattered towns had infantry (and one had the reduced King Tiger) plus there were a couple of stacks (including the other Panther) dug in between the middle towns and one that is furthest east on that board, near the woods. The north board has no towns and no Germans set up there, but it was where the US infantry arrived.

To open the ball, the US used an M5 Stuart to try and get an early shot on the ridge-top Tiger, to (a) set up a crossfire and (2) force the Tiger to reveal itself so the US could hit the town with some "wrath of God" OBA. The initial attempt failed, but (at great cost to the M5’s) the desired crossfire was eventually set up; the Tiger was reduced and demoralized, and it subsequently was abandoned. That town fell quickly, but the balance of them were a different matter. After disgorging their infantry, US halftracks set up in some woods to hose the large village with MG fire (they set up where the resident Panther could not see them) while, after a brief attempt by infantry to assault their way into that metropolis, they fell back to the cover of the wooded ridge and set themselves up to call in OBA.

Meanwhile, the doggies of the 30th entered the north board and steadily closed in on that flank, using the woods for cover. As they approached the one empty town, a previously dug-in GREN occupied it, and a Panther got the coveted "6" and was able to move in with the GREN. Soon, OBA reduced and demoralized the GREN, sending it in flight and setting up an assault on the (now) lone Panther. The initial attack cut the AFV platoon in half, but the remainder was able to hold out in the face of renewed assaults for another 4 turns (possibly helped by the fact that I completely forgot about the bazooka rule.) Eventually it was demoralized, failed recovery and again got the “6” to move – it fled to the next town over, joining a GREN and a reduced Tiger II, and recovered to normal by Turn 16. The next turn, US infantry began assaulting that town. Another village three hexes away had caused some trouble for the approaching US infantry but then had to defend itself against others.

Back on the south board, the US used the repeated failure to move (and thus repeated wasted activations) of the Panther in the large town to sneak three M3 halftrack units and the Sherman to the edge of town but out of LOS of the Panther - after first clearing the edge of town with DF from the M3's and OBA. But They also started advancing infantry assistance - but long-range HMG fire, the Panther (giving up its move attempts to blast at infantry in the open instead) and 2 81mm mortars in the center of town combined to disrupt or demoralize pretty much everyone. More infantry was moved to the empty edge of town, only to get blasted into smithereens by OBA and a couple of "hot" DF rolls also. The Germans left two town hexes open for the taking, but they were adjacent to the Panther and thus difficult to enter. The Panther's recent attention to the infantry did allow a Sherman platoon to work its way around to the east of town in light woods, but a Tiger in the next town over, and a sudden move roll by the Panther, chased it deeper into the light woods.

Heading into the last 2 hours of combat, the situation was tense, with the Germans holding 6 of the 7 hexes in the major town, plus being the last to have held the seventh. The Americans had made unimpressive progress – but the defense of the large town had taken a heavy toll of GRENs. While US infantry losses had been minimal early on, those were now mounting too. Multiple assaults were in progress for the rest of the contest. In the three-hex town on the central board a reduced Tiger failed a move roll on a flee result and was abandoned. Meanwhile the battle raged in and around the 7-hex town on the south board. The see-saw combat allowed the US M4/76 and more infantry to arrive – the M4 was destroyed eventually, as was a full-strength Panther in a different town (by movement failure on a flee result, of course.) The contest was still grinding along as the game came to a close. The count of “possessed” town hexes s (VP for town hexes being 2 for German, 3 for US) was German 6 and US 2, with 4 hexes still under contention.

Final loss tally in steps was:

German - 15 GREN, 3 Tiger II, 3 Panther, 2 SPW251. US - 9 INF, 3 HMG, 6 M5 Stuart, 1 M4/76. In addition, leader losses (no VP's here) were a 11-1-1 HPTSTFR and a 9-1-1 OSTFR for the Germans, and a 9-1-0 CAPT, 10-1-0 LT and 8-0-0 LT for the Yanks.

Final VP tally: Germans 38, US 35. Since a minor victory requires a 5-point edge, this one was a draw. Had the Germans been able to kick just one US group out of an assault hex, it would have been a marginal German victory - that's how close this was. As it was, the US could thank various events of the prior few days for the fact that Peiper was just about out of fuel – this played a part in almost every German AFV step loss.

I’ve probably learned quite a bit since this November 2008 battle, one of my earlier ones within the system. Perhaps things would have ended differently had I more consistently remembered the late-war infantry AT capabilities for assaults…

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Bring out your dead!
Author Matt W
Method Solo
Victor United States
Play Date 2008-08-20
Language English
Scenario ElsR024

Fans of Monty Python and the Holy Grail will remember the enjoyable first words of the movie as the Black Death runs rampant through Britain. In this scenario, unlike in the movie, there were no survivors to say "I'm not dead yet".

The Americans have to enter the field in two separated forces with a strong but immobile German force with strong tank/AT capability waiting in hiding to eviscerate the relatively thin skinned American tanks. Only a small ridge separates the Americans from clear death.

A rational German setup will deter the entry of the American tanks by placing a Panther, etc. in the town on top of the ridge. Failing that, the Americans will certainly take that town (as they did) and force the Germans to send an infantry assault to recapture the town, strongly supported by halftracks (LOTS of firepower). The SS, however, forgot that an armor value of "0" is really pretty low for 1944. In addition, this was the first real attempt to play the Americans and the sheer power of the OBA is stunning. I hadn't faced this level of fire before, and permitted the Germans to get blown to pieces on the way to the assault. The resulting slaughter of Germans in front of the town spurred my thoughts for the title of the AAR.

This and subsequent plays of the Americans leaves one with a grudging admiration for the bravery of the German soldiers who had to fight against this wall of fire. Play of Road to Berlin gives one an understanding of the bravery of those same soldiers facing armored behemoths, but the insane artillery support of the Americans is somehow even more debilitating. At least one can fight back against big tanks with Panzerfausts and direct assault, especially in woods, etc. There is no way to avoid the eventual arrival of the OBA and there is no way to fight back. The fact that the Germans fought on in such hellish conditions has to be considered a significant acheivement, albeit in a corrupt and evil cause.

The destruction of the SS infantry left the immobile SS tanks to face a slowly advancing American infantry force without any appreciable infantry support. The ultimate American win was a foregone conclusion. Perhaps more importantly, though, the German commander learned that better deployment and consideration of movement under such artillery fire needs to be made when facing Americans in 1944-45.

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Unfortunate setup
Author campsawyer
Method Solo
Victor Germany
Play Date 2011-12-26
Language English
Scenario ElsR024

There are very few scenario's I would truly rate as a 1, unfortunately this is one and the first in Elsenborn. Why do I rate this as a one? The setup, the Germans can setup right on top of the American entry hexes and cut them to pieces before they get on the board. Even though there is a split entry for the Americans all of their armor can be destroyed very quickly by a good German setup, as pointed out by Matt W. But let me describe the details.

The Germans are at the end of the supply lines and have limited fuel for their tanks. They will setup and stay where they are as they have a 1/6 chance of moving. But a good read of the maps will show that they just need to have them in the northern ridge and they will command the Americans. So, planted there were a Tiger II and a Panther to give four overwhelming shots at the American armor. To support them two HMG's and a GREN dig in infront of the town. This wildiscouragege the American infantry accompanying the armor. On board 22 the "mobile" German force held the scattered towns. These consisted of GRENs, and HMG and the SPW251's. This would give the Germans SS enough troops to hold from the other American infantry attack. The rest were stationed in the town on board 24.

The Americans are limited to the roads and adjacent hexes on board 25 and 24. On 25 they get on without a problem, but on 25, the killing zone is bad for the Americans. First the infantry move on and get caught in long range MG fire one unit double demoralizes and is lost while others are disrupted. The armor advances as far from the German panzers as possible, but the long range of the 88mm and 75mm guns overcomes this and wipes out 2 platoons of M5s and the M4/76, finally one M3 is lost by the reduce Tiger II from the large town. By the end of turn 1, 17 American steps are lost. Americans OBA tries to suppress the German armor but fails.

Turn 2 continues to go bad for the Americans as the remaining M3's are lost and the infantry starts to flee. American OBA get some results on the German GRENs but the SS leaders keep them in good order. German continuetiinue to demoralize and disrupremnentsements of the American force on board 24.

The other force moves down the road to try to attack the towns on board 22. By turn 8 they are in position, but the Germans have shifted GRENs from the major town on board 24 as the American force on that board is done for. American OBA go after the town hexes on 22 and the infantry move up to assault them. The American get into the eastern most town but German counter attack push them out again. Losses are heavy on both sides but the Germans have the reinforcements to push the Americans out of the towns. The Americans try to recover and try again but German OP fire ends that. By turn 15 its done, the Germans hold all the towns and have inflicted 26 steps losses on the Americans, while only suffering 4 steps lost.

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