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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The Last Bullet
North of Elsenborn #6
(Defender) United States vs Germany (Attacker)
Formations Involved
Germany 12th Infantry Division
United States 1st "Big Red One" Infantry Division
United States 3rd "Spearhead" Armored Division
Display
Balance:



Overall balance chart for NoEl006
Total
Side 1 2
Draw 0
Side 2 5
Overall Rating, 9 votes
5
4
3
2
1
3.33
Scenario Rank: 530 of 940
Parent Game North of Elsenborn
Historicity Historical
Date 1944-09-17
Start Time 08:00
Turn Count 16
Visibility Day
Counters 81
Net Morale 0
Net Initiative 0
Maps 2: 22, 24
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 149
AAR Bounty 147
Total Plays 7
Total AARs 6
Battle Types
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Severe Weather
Scenario Requirements & Playability
Elsenborn Ridge Maps + Counters
North of Elsenborn Base Game
Introduction

As Third Armored Division chewed through the Schill Line's fixed defenses, the German command despaired of stopping them. "Seventh Army will defend the West Wall to the last bullet," army commander Gen. Erich Brandenburger decreed. "The penetrations achieved by the enemy will be wiped out." A fresh division finally detrained to support the defenders, and 81st Corps flung at the Spearhead Division head on.

Conclusion

After a heavy preparatory bombardment, the Germans came forward in a classic bayonet assault. Hopes of overwhelming the Americans through numbers and determination fell apart under murderous artillery fire. The 12th Infantry was a battle-hardened unit, brought up to full strength with well-trained replacements and possessing its full allotment of artillery and support weapons. None of that mattered, as the Americans defenses held with only minimal casualties and inflicted gruesome loses on the attackers. The Americans assault had been delayed, but at a frightful cost.


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
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
  • Prime Movers: Transports which only transport towed units and/or leaders (May not carry personnel units). May or may not be armored (armored models are open-top). All are mechanized. (SB)

Display Order of Battle

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

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 63

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

(Shad on 2010 Dec 15)
Overall balance chart for 25

The M18 has a special rule in Battle of the Bulge but it applies globally: "A two-step M18 unit can fire one anti-tank shot and move half its movement allowance (retain fractions) in a single impulse. The order in which it does these two actions is the player's choice."

(Shad on 2010 Dec 15)

Display AARs (6)

A Little Help From The 8th Air Force Please!
Author KirkH
Method Solo
Victor Germany
Play Date 2011-03-01
Language English
Scenario NoEl006

The US set up with all units in town hexes. The Germans decided to concentrate their attack on the large city in the west and ignored the smaller towns in the east. The initial German push met with good success as the artillery softened up many US positions. All of the tanks of both sides took each other out so there was no armor in the game after seven turns. The Germans surrounded the large city and were able to take five of the seven hexes by games end. The weather kept the US aircraft from playing a significant part of the game. In the end the Germans took a major victory 56-32 however this is a scenario that could easily go the other way as well. It definitely warrants replaying.

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An exciting assault
Author joe_oppenheimer
Method Solo
Victor Germany
Play Date 2010-07-24
Language English
Scenario NoEl006

After playing the quick "Early Morning" (scenario #6), I decided to give this bigger scenario a try. I enjoyed this more than I expected to. It's a two map German assault on some US held towns. There is a fair amount of open space between the towns and both players have to make some tough choices about where to deploy. There are rain squalls that impact visibility and air availablity, and potential ammo shortages for US artillery.

This was one of the bloodiest PzG battles I have ever fought. Both sides are well equiped and well led and can inflict terrible damage. The Germans have some opportunity to delay in the woods while they deliver artillery and probe with tanks, but with only 16 terms they eventually have to move into the open and advance towards the town.

While both sides took terrible losses the Germans had more units and eventually overwhelmed most of the defenders.

The two Stugs for the Germans, and the two M4s & one M18 for the Americans present both players with tough choices. While the US tanks are no match for the Stugs in the open they can be nasty if allowed to get in the first shot, or move/fire fire/move like the M18. For my part I handled the US tanks rather poorly and the Stugs were able to chew them up. The US did have a successful anti-tank air attack that killed one step of Stug and the other step of that unit was eliminated by a US infantry assault.

While this is still pretty much an advance to contact and assault the town scenario, the force mix, variable weather, air and artillery keep it pretty interesting.

[I also listened to some fine Duke Ellington while playing so perhaps that's why I found it so enjoyable].

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Dice, Dice my kingdom for a good diceroll
Author campsawyer (Germany)
Method Dual Table Setup + Voice Chat
Victor Germany
Participants waynebaumber (AAR)
Play Date 2011-03-14
Language English
Scenario NoEl006

Played this with Wayne Baumber over Skype call. First time Skpying for him but he caught on quickly. I find it quite enjoyable to have the virtual face-to-face battles

As the Americans I was able to setup and control the towns first and plan out some good defensive fire plans. I thought I had a good setup other than the fact that I needed to occupy two boards but I could dig in and have a good defensive front. Well that went on the window on the first fire diceroll from Wayne, a 2 on a 42 column attack, I had a bad feeling about the dicerolls from there on out. My fears were confirmed on my first OP first and OBA, 7's.

Well, Wayne pulled off a textbook attack and my troops could barely fire back. He rushed the towns on board 22 after more 2's and 11's from his OBA knock out my M18 and INF's. There was a bit of a battle, even had some GI's rush his Stug that ventured to far forward and was able to get a step loss on it, but it was too little for the battle. Next he turned his troops on the town on board 24. Again rushing the town where the OP fire rolls were weak. He was able to get close, but he got a little to trusting on my bad dice and two platoons were hit by 2's by OP fire killing both steps. Again to little to late on the dicerolls. He was still rolling 2's, 3's and 11's with his massed OBA. It became a bloodbath with assaults into the town on board 24 both sides pushing troops in, but in the end he had more and my casualties were mounting. Wayne was able to pull out a Major victory.

I thought was a good scenario, well balanced and good victory conditions, and would play again to try to see if the dice would be any different.

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Dice, Dice my kingdom for a good diceroll
Author campsawyer (Germany)
Method Dual Table Setup + Voice Chat
Victor Germany
Participants waynebaumber (AAR)
Play Date 2011-03-14
Language English
Scenario NoEl006

Played this with Wayne Baumber over Skype call. First time Skpying for him but he caught on quickly. I find it quite enjoyable to have the virtual face-to-face battles

As the Americans I was able to setup and control the towns first and plan out some good defensive fire plans. I thought I had a good setup other than the fact that I needed to occupy two boards but I could dig in and have a good defensive front. Well that went on the window on the first fire diceroll from Wayne, a 2 on a 42 column attack, I had a bad feeling about the dicerolls from there on out. My fears were confirmed on my first OP first and OBA, 7's.

Well, Wayne pulled off a textbook attack and my troops could barely fire back. He rushed the towns on board 22 after more 2's and 11's from his OBA knock out my M18 and INF's. There was a bit of a battle, even had some GI's rush his Stug that ventured to far forward and was able to get a step loss on it, but it was too little for the battle. Next he turned his troops on the town on board 24. Again rushing the town where the OP fire rolls were weak. He was able to get close, but he got a little to trusting on my bad dice and two platoons were hit by 2's by OP fire killing both steps. Again to little to late on the dicerolls. He was still rolling 2's, 3's and 11's with his massed OBA. It became a bloodbath with assaults into the town on board 24 both sides pushing troops in, but in the end he had more and my casualties were mounting. Wayne was able to pull out a Major victory.

I thought was a good scenario, well balanced and good victory conditions, and would play again to try to see if the dice would be any different.

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The Last Bullet
Author waynebaumber (Germany)
Method Dual Table Setup + Voice Chat
Victor Germany
Participants campsawyer (AAR)
Play Date 2011-03-14
Language English
Scenario NoEl006

This was my first scenario played with Skype and also my first against one those rebellious colonists. I played the very patient and friendly Mr Alan Sawyer, played over 16 turns this scenario has out numbered US infantry with some tank,engineer and aircraft support trying to stop a German kampgruppe trying to seal of an American penetration of the West Wall. The Germans have good OBA the American OBA is subject to ammo shortage. Rain will also stop any US fighter/bombers so as the German I was hoping that it would be a very wet day. I had decided to attack strongly which ever board was least defended and use a small force to keep the US forces on the other board pinned. I have to say this simple plan worked well, helped it is true by very accurate artillery fire, the Germans stormed into the two towns on boards 24 and sent the US forces reeling back. Meanwhile the US units on board 22 watched and waited I was expecting a tank led counter attack at some stage but the Sherman crews must have found something else to occupy them in the town! The Germans regrouped and surged towards the large town, now the American began to shoot straight, prior to this they could not hit a barn door,and German losses began to mount. One of the Sherman platoons broke away from the town and drove out to the North. Was this the start of a limited attack to try and grab back some town hexes. No actually they had just gone for a little run in the country. The game ended in a major German victory, for a while it was tense though and I was helped at the start with some good die rolls. I was a pleasure to play Alan and I hope we can have many more virtual FtF sessions.

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Victorious German Town Assault
Author Poor Yorek
Method Solo
Victor Germany
Play Date 2014-01-22
Language English
Scenario NoEl006

US Set-Up: 5xINF + 1xHMG + 1xENG holding the hamlets on B22. 7xINF + 2xENG + 2xENG holding the town on B24. 2xINF+LT in hamlet 1105 (B24) and the US armor in lt woods SE of B24 town.

German leader draw is impressive: they try to take advantage by forming the 5xHMGs + 1xStuG into a firing line using a +2 combat bonus leader with another leader with a +2 morale bonus. These move to line up in the near-lying lt woods to pummel the town with 22-col DF. Never obtained the desired result (which then would have been followed up with OBA). So ultimately had to run the gauntlet of those 30-col OF - which fizzled for the US. Essentially, the same story for the other "softening up" attempts. By turn 13, however, the Heer had infiltrated the town, separating the two remaining US held hexes.

On B22, the Heer paid a heavy price for one town hex and the adjacent dug-in units: with US OBA raining havoc, the units there "hid" in the captured hamlet and the fields and kept eye on the other two-hex village as the battle to the west was going favorably.

The 75/41 killed a US M4 via OF resulting in a sort of stand off between the remaining M4 + M18 vs. a covering StuG and the aforementioned ATG.

The Heer benefited from frequent rain squalls - only four "clear weather" turns for US Army Air Forces and they missed the hex on two of those attempts. They never drew the 2 AT factor P47. US OBA short-term ammunition supply shortages likewise were frequent problems.

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