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!
Off the Donnerberg
North of Elsenborn #10
(Defender) United States vs Germany (Attacker)
Formations Involved
Germany 12th Infantry Division
United States 3rd "Spearhead" Armored Division
Display
Balance:



Overall balance chart for NoEl010
Total
Side 1 0
Draw 0
Side 2 3
Overall Rating, 4 votes
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game North of Elsenborn
Historicity Historical
Date 1944-09-22
Start Time 07:00
Turn Count 30
Visibility Day
Counters 119
Net Morale 0
Net Initiative 2
Maps 3: 12, 14, 23
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 172
AAR Bounty 165
Total Plays 3
Total AARs 2
Battle Types
Rural Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Severe Weather
Smoke
Terrain Mods
Scenario Requirements & Playability
Battle of the Bulge Maps + Counters
Elsenborn Ridge Maps + Counters
North of Elsenborn Base Game
Road to Berlin Maps + Counters
Introduction

Rose sent a second task force to join the first on the Donnerberg, but feared even so they could not hold against a determined counterattack. The Germans gathered reinforcements and sent them up the hill, with the Americans pouring smoke rounds down on them to confuse the situation.

Conclusion

Exhausted and depleted, the Americans reeled back from the German attack. Rose authorized a withdrawal and under heavy smoke cover they abandoned their hard-won hilltop positions. The German Army had been badly hurt in the previous months, but even its infantry divisions retained the capability to attack when properly supplied and supported - something the Americans would re-discover in a few months' time.


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)
  • Self-Propelled Artillery: do not provide the +1 Assault bonus, even if closed-top (SB)
  • 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).
  • 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
United States Order of Battle
Army

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 (2)

Never go to a fair with a credit card.
Author plloyd1010 (United States)
Method Face to Face
Victor Germany
Participants WightTiger
Play Date 2012-06-24
Language English
Scenario NoEl010

Pertinent house rules: Double-blind, Fast mech, Hill crest, Turretless AFVs, and Op-Fire from the flank.

The Americans have a daunting task in this scenario. With a reduced battalion of troops, little artillery, and about a company of mixed tanks, they are facing a full grenadier regiment with armor support.. The only real advantage is the 15 ½tracks augmenting the infantry fire strength. I had the Americans in scenario 9, now it's time to pay the piper.

Not expecting to hold the hill (for 30 turns), I plan a reverse slope defense. I avoid the woods as it looks like an artillery death-trap to me. The main defense will be on the bare side of the ridge. I cover the gap against the woods with infantry, the bulk of the infantry goes on the back of the bare summit (note the hill crest reference). Armor and backup APCs are on the flanks to kill scouts, and delay the enemy until I can shift reinforcements. I watch the eastern slope with infantry pickets. My SPAs and mortars are on the western board 12 ridge.

German troops begin to deploy in front of my hill position. German OPs start working around the woods to the north. I spot the STGIIIs, in a pack, just south of the wood copse. Then something weird happens. My opponent rushes up the hill, attacking my main position directly, and a flanking thrust from the south. I unload with everything I can as he comes up on the hill. I'm not sure I buy the “eyes on the hill” explanation he gave later, anyway the attack is driven off.

I send scouts around to the northeast wooded area to get an idea of what is coming my way. Coming around the hill is a reinforced company with IG and ATG support. The AT guns seem to just be setting up. My M12 and M7 fire over open sights, demoralizing 2 visible ATGs and killing an IG. I also shift troops to deal with the grenadier company which my artillery also mangled. Just as the melee begins, 2 previously unobserved ATGs (the 75mm guns) open fire on my M12 and M7. The M12 dies after surviving several bad AT rolls, the M7 having survived intact, rushes deeper into the woods. My mortars also gained the attention of his artillery. They survive, but not with style. They retreat out of sight and to rally, and join the M7.

There is a lull in fighting. I've killed 11 steps, with 3 more steps demoralized in the melee to the west of the woods. I have lost 8 steps in doing that. The STGIIIs have moved into a blind spot in front of the 60-meter hill. The Germans are regrouping. Something developing over in the big woods, but I can only see the edge..

A huge mortar barrage falls on my hilltop foxholes, followed closely by heavier artillery. I think I know what's in the woods now (I had suspected, but didn't expect that it to hurt so much!). The assault ends with the demoralized grenadiers demise. Just about that time the ATGs start picking off the supporting APCs. The infantry there gets blasted by artillery before they can disperse. Very little of that stack will survive the game.

My armor on the southern side of the hill moves to engage, or bait, the STGIIIs. (I have my M18 and M4/76 waiting in the center of the ridge, 4 hexes away). The STGIIIs decline the challenge (because of the turretless rule) and run down the hill. I op-fire on the last one, who stops (ie: turns to avoid the flank fire penalty), both shots miss. The last ATG is hiding in the small copse on board 14, for just such an opportunity, he misses his shots too. The STGIII tries to move away again, I op-fire again, he stops, again, I miss again, but this time the ATG doesn't. The M4/76 goes up in flames, the M18 scoots. A couple more shots are traded in like manner, resulting in the escape of the STGIII and demise of the Hellcat.

In the mean time I am being brutalized by the heavy bombardment. I am taking casualties, but score a couple myself. That makes the 15th & 16th steps against the Germans. My ground-pounders are mostly dead (6 steps remain, 4 of which are demoralized).

This end. We call it with a German victory after 16 turns. It would have been worse for me had the German mortars deployed sooner and his scouting method had been a sneak-n-peek. Not a bad scenario, despite its apparent foregone conclusion.

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Revenge is a Dish Best Served with OBA
Author Poor Yorek
Method Solo
Victor Germany
Play Date 2014-01-29
Language English
Scenario NoEl010

{Side Note} it is interesting how closely the US OOB in this scenario mimics what survived from Sc 9 - gives this one something of a campaign feel.

The Germans have a depleted 3-battalion regiment of infantry supported by a company of StuG-IIIGs and a towed AT (75/41) company. These are augmented by, for a change, copious OBA (4x16 + 1x20) and 6x81mm + 1x120mm mortars on board.

The US is a morale weakened 7/6 force of which about 40% are reduced units (suffered from previous day's combat (Sc #9).

The Heer send one battalion west in the center to press/hold US forces there and prevent/delay shift of elements from the northern section. The main attack force attacks in the south (along with the assault guns).

The US cannot afford to have its armor contingent tied up in assaults to be picked off by the panzers. A long-range duel with the StuG's results with the US taking advantage of the high ground and/or dug-in positions whilst the StuG's rely on their 75L48 gun performance. In the end, these forces more-or-less destroy each other.

German artillery is simply too much for the US, even dug-in. With 7/6 morale and a good portion of their force already reduced, the US is on the receiving end of what it usually dishes out, compound demoralizations and step losses. Whilst the Heer are likewise 7/6 morale - and thus there were several protracted and costly assaults - the hammer-and-anvil attack in the south cleans up quickly, followed by a slow march northwards to clear the forested northern peak.

The Heer recapture the Donnenberg: they will hold the heights until RoRB #1 (IoG #26) - now playing.

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