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
Errors? Omissions? Report them!
Scharnhorst's Line
North of Elsenborn #3
(Attacker) United States vs Germany (Defender)
Formations Involved
Germany 89th Infantry Division
United States 9th "Old Reliables" Infantry Division
Display
Balance:



Overall balance chart for NoEl003
Total
Side 1 4
Draw 0
Side 2 0
Overall Rating, 6 votes
5
4
3
2
1
2.83
Scenario Rank: 824 of 940
Parent Game North of Elsenborn
Historicity Historical
Date 1944-09-16
Start Time 08:00
Turn Count 24
Visibility Day
Counters 146
Net Morale 0
Net Initiative 1
Maps 4: 10, 11, 24, 25
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 182
AAR Bounty 165
Total Plays 4
Total AARs 2
Battle Types
Inflict Enemy Casualties
Rural Assault
Urban Assault
Conditions
Anti-infantry Wire
Anti-tank Ditches
Entrenchments
Minefields
Off-board Artillery
Randomly-drawn Aircraft
Severe Weather
Scenario Requirements & Playability
Afrika Korps Counters
Airborne - IE Counters
Battle of the Bulge Maps
Elsenborn Ridge Maps + Counters
North of Elsenborn Base Game
Introduction

With repeated infantry assaults failing to break the German position, 9th Infantry Division finally sent help from its attached 746th Tank Battalion. The West Wall's designers had recognized that this point, where the Scharnhorst Line bent to follow the German-Belgian border and a road crossed the ridge line, would be a natural target for any attackers. The well-sited and well-built fortifications could not be broken by infantry alone, but this time the Americans were bringing all of their many advantages to bear.

Conclusion

This time, American firepower made a difference and they managed to take Hoefen, one of the towns along the ridgeline. But elsewhere the German defense remained firm despite the commitment of tank, artillery and air support. The Siegfried Line was living up to its reputation, and allowing the Germans time to recover from the disastrous losses of their retreat across France.


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).
  • 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

Display Order of Battle

Germany Order of Battle
Heer
  • Misc
United States Order of Battle
Army
  • Mechanized

Display Errata (6)

6 Errata Items
Scen 3

US OBA 4x18 not 4x16 (along with 1x24)? Standard value for US 105mm is 18.

(Poor Yorek on 2014 Jan 24)
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 527

Strongpoints are single step units and can be eliminated with X results like any other single step unit.

(Shad on 2010 Dec 15)
Overall balance chart for 527

The standard mix of strongpoints may be downloaded from Avalanche Press:

http://www.avalanchepress.com/German_Strongpoints.php

This is the standard mix found in Airborne, Airborne-IE, and Edelweiss Expanded. The strongpoint mix in Cassino '44 is different from that of other PG games.

(plloyd1010 on 2012 Feb 01)
Overall balance chart for 527 Strongpoints are affected by the terrain in their hex just like any other unit. Even though they can't move, they can attack using Assault Combat if an enemy unit moves into their hex. They may not dig in or benefit from entrenchments.
(rerathbun on 2014 Apr 21)
Overall balance chart for 54

The movement allowance on the counters in Airborne is misprinted. It should be "3."

(rerathbun on 2012 Jan 30)

Display AARs (2)

Too Big A Map - Too Few Germans - Too Many Yanks !
Author vince hughes (Germany)
Method Face to Face
Victor United States
Participants waynebaumber
Play Date 2011-11-19
Language English
Scenario NoEl003

Played ftf with Wayne Baumber and our 7th chronological foray into those Westwall series of downloads. We've had a lot of fun with these and simply playing them as we have in date order really brings to life JUST WHY this campaign was a 'grinder' for both sides. As the German player, one could easily see how this scenario was asking for far too much of the thread-bare defenders, and there will be no-way theycan be expected to successfully defend them all. In my case, I dropped the forward town and my plan was to put all the effort into keeping the other two in the defenders position

The German position had three small villages in the area. With such a lack of man-power, it would be impossible to defend them all. Therefore, only two would be defended, whilst the forward village would be forsaken to the enemy advance. Around the other two villages, a network of wire, tank-ditches and minefields were laid thickly around them. The American advance would need to be cautious.

Kicking off at 0800, the Americans did indeed advance carefully, having to take into account German AT capability that was hidden, their tanks could not be overly bold. American forces were split so as to bring both towns under assault and through the German defences they picked their way. Despite the best effort of the defenders, the American order of battle proved too strong against such thinly spread forces and they were able to work through to the towns perimeters.

Around 1030 hours, the first American soldiers had entered the eastern most town and although not immediately, the fate of the battle was probably sealed for the Germans. However, at this point in time, it is impossible to complete the final part of the report as the records for the battle have been mislaid. What we can discern is that the Americans probably, albeit slowly completed the victory as the Germans would have had no resources available to kick-out any enemy troops that did enter the town.

Sadly, when going to start the second session of this battle the set-up locations of the fortifications were mislaid. American victory appeared to be on the way when we left it the time before and we had to settle for that as the result. BUT, do watch this space. If the piece of paper is ever found the second part will be re-fought and perhaps the result here edited. As it stands, this was a standard attacker/defender battle which I felt gave the defender little choice and possibly chance ? For that, as acceptable but expected levels of fun, I give this a very standard 3

0 Comments
You must be a registered member and logged-in to post a comment.
Battle before the Gates of Morannon
Author Poor Yorek
Method Solo
Victor United States
Play Date 2014-01-24
Language English
Scenario NoEl003

Well, at least it appeared that way with two medium-sized towns ringed with AT ditches/wire/minefields. No Eagles, though, for the Heer.

The US has the advantage in: force size; morale; engineers for town assaults/mines; armor; aircraft; and copius OBA. The Heer have five wagons. About the only thing going for the defenders is that the US has to huff it 3000-4000m or so to get engaged.

German set-up eschews the the 7-hex town and the one-hex hamlet on B24. An outer perimeter of wire/AT ditches encircles the 6-hex town on B10(NE on the map) and the 9-hex town on B11 (SE on the map) with both having an inner ring of minefields. To have some verisimilitude regarding the latter, I shuffled the minefield counters and placed them without knowing their value. This way, the US "me" really didn't know what was where. The few gaps in the perimeter were filled with entrenched strongpoints or regular units.

The US attack proceeds with three groups: (1) 5xINF + ENG + M4 to invest the B24 town (empty) and ring/spot the SE town (being the secondary objective of the US force); (2) the "heavy group" consisting of a company of 5xINF + 5xHMG and the mortars (these move due east along the road to engage the western facing defensive elements); (3) 6xINF + 2xENG + 3xM4 move NE, E, then turn south to attack the NE town along the north road axis.

US air is active early (4/7 first turns), but then steady rain arrives through turn 16. US OBA waxes cold and hot. The sole high point for the Heer is a 75/41 taking out a step of M4's via OF as it tries to infiltrate the woods SW of B11 town. Otherwise, most of the action is on B10 with the US following the pattern of pushing up INF/leaders to spot; call in OBA to take out the guns; then bring up the ENG/M4's to capture the entrenched GREN + SP (strongpoint) holding the north road. Meanwhile, steady heavy pounding by the HMG force and an assault chips away at the western defense. Due to the ring of mines, the US infiltration was something like reaching into a closed space, then backing out again.

Suffice it to say, by Turn 16 the US owned the B10 town; the B24 town/hamlet; and had inflicted 13 step losses on the Germans. Total VP at this state was US = 42, Germany = 25. A major victory was already attained without need to engage the B11 defensive network.

The play/movement was worth a '3' rating, but the seeming inevitability of the US win gives this one a '2' for lack of "fire." All that being said, had the VP award been Three for the Germans holding B10 and/or B11 town hexes and the US Two for the same - rather than the published reversed - I think things might be quite a bit more exciting. For example, with my "suggested" VP disbursement, the corresponding score above would have been US = 36 and Germany = 34: the US would have had to make inroads into the B11 town within the remaining eight turns (including getting themselves reorganized).

I also suspect that the US OBA is misprinted and should be 4x18 not 4x16 as written since US 105mm units have an 18 value elsewhere throughout the series.

0 Comments
You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!
Page generated in 0.552 seconds.