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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Elsenborn Ridge
Elsenborn Ridge #25
(Attacker) Germany vs United States (Defender)
Formations Involved
Germany 3rd Panzergrenadier Division
United States 99th "Battle Babies" Infantry Division
Display
Balance:



Overall balance chart for ElsR025
Total
Side 1 3
Draw 1
Side 2 0
Overall Rating, 4 votes
5
4
3
2
1
3.25
Scenario Rank: --- of 940
Parent Game Elsenborn Ridge
Historicity Historical
Date 1944-12-22
Start Time 07:30
Turn Count 20
Visibility Day
Counters 95
Net Morale 0
Net Initiative 0
Maps 3: 22, 23, 24
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 104
AAR Bounty 171
Total Plays 4
Total AARs 1
Battle Types
Urban Assault
Conditions
Entrenchments
Off-board Artillery
Scenario Requirements & Playability
Elsenborn Ridge Base Game
Introduction

No map included the label "Elsenborn Ridge" in late 1944; V Corps commander Leonard T. Gerow coined the phrase to indicate the line of hills near the Elsenborn Barracks where he wished his troops to establish a fallback position. After the bitter fighting for the Twin Villages and Dom Butgenbach farm the Americans made an orderly withdrawal to the new line. Soon afterwards the Germans threw a fresh division in an attempt to widen their breakthrough.

Conclusion

An experienced division that had fought in Italy and Alsace, 3rd Panzer Grenadier nevertheless sent its troops forward in brutal frontal assaults and suffered accordingly. The next spring, Belgian villagers would find German bodies stacked three and four deep in front of the American positions. Massive artillery fire again made the difference, as the gunners fired at well above rates their weapons' manuals said was physically possible and rained thousands of shells on attackers with deadly accuracy.


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
  • 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).
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.

Display Order of Battle

Germany Order of Battle
Heer
  • Motorized
United States Order of Battle
Army

Display Errata (4)

4 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 41

All SS PzIVH tanks should have a movement of 8.

(Shad on 2010 Dec 15)
Overall balance chart for 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(Shad on 2010 Dec 15)
Overall balance chart for 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)

Display AARs (1)

Don't stretch yourself out to thin
Author campsawyer
Method Solo
Victor Germany
Play Date 2010-10-08
Language English
Scenario ElsR025

Looking for another good scenario for some solo play, I saw this one in Elsenborn. It had what looked to be the right mix of units. American defenders with good morale and lots of OBA, I believe the most in one scenario. Germans with plenty of troops to soak up the artillery, armor to provide a combine arms attack and good morale. There is plenty of space for maneuver, 3 boards with the Germans entering on the first turn on the long east edge. The Americans get 16 entrenchments to be placed on the west part of the field and dug in for the others. But all of this for the Americans has one big flaw. They have to prevent the Germans from taking 10 town hexes and stop them from getting control of one of the three east-west roads. Without mobility, this forces the Americans to deploy to cover all three boards. The Germans can then pick locations that are weaker to attack. There will be plenty of these as the Americans just don't have enough troops to hold off the German numbers.

The attack starts at 7:30am with the Germans advancing on board 23 and 22 from the east. On 23 this has the most Germans, two foot companies and a reinforced half track company and two tank platoons with armor car escorts. On 22 two foot companies move across the east west road. The Americans have deployed leaders out front to try to get OBA on the moving troops on board 22 and 23. Although they score a couple of disrupts and demoralizes the American OBA is ineffective and it is up to Op fire to disrupted the German advance. The Americans have several platoons in the town at 22/0808 but there fire is weak against the advancing Germans. An AT gun is discovered in 11/0708 but German OBA demoralizes it. German tanks can now advance with the infantry to assault the town. Heavy German machine gun fire demoralizes the Americans and they run for the entrenchments leaving the towns to the Germans. First prizes taken 2 town hexes.

On board 23, the Germans capture the town at 11/0504 and use this as a fire base for attack 23/1109. Other German infantry move up to assault the town. American Op fire is better and kills several German steps, leaving the German Colonel to recover units in the woods to the east of 23/1109. The half-tracked Grenadiers move up the edge between board 23 and 24. The Americans cannot cover this will effective fire so the halftrack drive right up to the town 23/1106. OBA and Op fire stun the dismounting grenadiers but they easily recover and with help from halftrack machine guns pin the Americans down. Privy's provide fire support for the halftracks and the Americans are in a tough spot. American OBA is called in but is useless the Germans hold their formations. American reserves move up from the town at 24/0710, but are hit in the woods by German HMG fire. The American Lieutenant panics and runs away with a platoon of infantry following. The other American units are stuck leaderless in the woods.

In the town the Germans begin there assault with fire support from the German tanks, The Americans are stunned and start to run. German Op fire scores easy kills on the fleeing Americans. Other German units lineup for assaults on the hold out American positions. The Americans fire desperately at the advancing Germans but without effect. German assaults score kills and demoralizations. More American leader desertions occur with the Captain of the company running from the battle. German OBA fires at American reinforcements move to help the town at 23/1106, stopping them short of the town. Other German troops move past the town to isolate it from reinforcements. German assaults reduce the Americans and the Germans get control of the ten town hexes by turn 8. Two hours and the Americans are running leaving the towns to the Germans and road control can sure follow.

What happened? Bad luck for the Americans, good luck for the Germans. Although the Americans have a massive amount of OBA, rolling 6,7,8 all the time will not win the game. Same was true for the Op fires. Although they did manage to score 9 step losses on the Germans to 7 for the Americans, the American losses are worse. With the need to setup and cover all three roads, the Americans have a hard time consolidating once the Germans attack. Better OBA rolls might have made the scenario closer, I believe the Americans are just too immobile for the protecting such a large area.

I rated this as an optimistic 3, given the American die rolling, but if I played this again and had the same results I would go to a 2 or 1. It feels like the Americans need more to win.

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