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!
At What Cost?
Siegfried Line #10
(Defender) Germany vs United States (Attacker)
Formations Involved
Germany 353rd Infantry Division
Germany 3rd Fallschirmjager Division
United States 4th "Ivy" Infantry Division
United States 5th "Victory" Armored Division
United States 70th Tank Battalion
United States 803rd Tank Destroyer Battalion
Display
Balance:



Overall balance chart for SiLi010
Total
Side 1 2
Draw 0
Side 2 1
Overall Rating, 4 votes
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Siegfried Line
Historicity Historical
Date 1944-11-30
Start Time 09:00
Turn Count 26
Visibility Day
Counters 113
Net Morale 1
Net Initiative 1
Maps 4: 10, 11, 23, 31
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 182
AAR Bounty 165
Total Plays 3
Total AARs 2
Battle Types
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Terrain Mods
Scenario Requirements & Playability
Battle of the Bulge Maps
Cassino '44 Counters
Elsenborn Ridge Counters
Fall of France 1 Maps
Siegfried Line Base Game
Introduction

The 4th Infantry Division had been bled white securing Grosshau, a task which they finally accomplished on the 29th. That plus Task Force Hamburg's having taken Hill 401.5 and Kleinhau the same day made it look like the hell of the Hurtgen Forest would finally be coming to an end. Or so it seemed.

Conclusion

The 46th Armored Infantry had been ordered to clear the woods along the Scharfberg road while the 22nd Infantry Regiment cleared the woods along the road to Gey. Throughout the night, Fox Company insisted Hill 401.5 was under enemy control, but these reports were dismissed by headquarters. They shouldn't have been, because fire from the hill devastated the Americans as soon as they broke cover. The 46th Armored Infantry suffered 157 casualties clearing the hill, which was more than any other battalion had suffered in a day during the bitter Hurtgen Forest fighting. The murderous fire from the hill didn't spare the men from 2nd/22nd Infantry either, but the 3rd Battalion further north was able to bypass it and initially made excellent progress towards Gey. But in the afternoon, stiffening German defenses forced them to dig in just shy of their goal.


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
  • 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
Luftwaffe
  • Leader
United States Order of Battle
Army
  • Mechanized
  • Motorized
  • Towed

Display Errata (3)

3 Errata Items
Scen 10

Believe the VC should read for the American major and minor victory conditions "town and hill hexes on boards 11,23,31" Ignore the reference to board 10

(waynebaumber on 2013 Dec 09)
Overall balance chart for 54

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

(rerathbun on 2012 Jan 30)
Overall balance chart for 39

Reduce strength direct fire value be came 5-5 in Army at Dawn.

(plloyd1010 on 2015 Jul 31)

Display AARs (2)

Hard on the Outside, Soft & Creamy Inside
Author plloyd1010 (United States)
Method Face to Face
Victor United States
Participants WightTiger
Play Date 2016-04-10
Language English
Scenario SiLi010

Pertinent house Rules: Fast mech, Hill modifier applies to equal elevations, Double-blind, Modification to victory conditions.

I probably would have given this scenario an extra point in the rating if the victory conditions were better thought out. As it is the Americans begin with a minor victory, and the Germans in an impossible position. In the end we decided to only count the hill & town hexes on Boards 23 & 31, with the Germans able to get spoiler hexes from Board 10. It seems to not have been quite enough.

The scenario is played in muddy conditions. The special rule it written in such a way that the American ground advantage, those wonderful HMGs, are left behind. For the Germans the problem is having enough troops a good initial defense, but not having any depth and little reserve, certainly not enough to last for 26 turns. The defending forces decided roughly into Heers on brd 31 and Luftwaffe on brd 23.

The American attack progressed along the 2 predictable axis, with a covering/opportunistic force in the corner of board 10. The attack onto brd 31 was reasonably well scouted, but the approach to brd 23 was through the woods, so no effective scouting. Fortunately for the Americans, they have good artillery, and the Germans have rather poor morale.

American infantry advanced on to brd 31 with the HMGs following about 3 turns behind. The infantry took heavy casualties during the advance and locked down the German defenders in the town near brd 10. A lot of mortar fire came from the larger town on brd 31. Once HMGs caught up the tide began to turn. Meanwhile, the brd 23 attack force ran in to trouble early on. Again as the American piled up, the Germans began crumbling, but not before savaging the Shermans.

The brd 31 hill fell to an American infantry company reasonably quickly. The town was surrounded and took very heavy fire. When softened up enough, one of my character leaders charged in with a good mixed force. Part of the covering force from brd 10s’s corner rushed the large town, but were driven back by the defenders and the still unseen mortars. The remaining Germans in the border town were driven into a corner and were ready to be harvested.

After initial failures, the Americans began to chew through the defenders. The attrition against the Germans became more lopsided as time went on. The Luftwaffe artillery (which seemed to be parked in the middle of the woods) tried to help. They score some success. In the end the Americans ground the paratroopers into oblivion. With no reserves or rear area protection, the M10 drove around the edge of the woods and snapped up victory hexes.

We called the game at turn 12. The Americans had broken into the open on brd 31. Brd 23 had almost no defense, and the M10 was loose in the rear. Future players should decide on victory conditions between Wayne Baumer's A Stroll in the woods...Not and what we did.

One of my leader characters almost earned a Combat Infantry badge for his actions, but was 2 points short on the net LPs for the scenario. He did however have enough LPs to purchase 2 more skills, which qualified him for the Expert Infantryman Badge.

0 Comments
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A Stroll in the woods...Not
Author waynebaumber
Method Solo
Victor Germany
Play Date 2013-12-09
Language English
Scenario SiLi010

Played solo over three sessions. It's always disappointing having picked a scenario which looks to be an exciting tussle with an interesting mix of units to discover as you begin to set up there is a flaw in the scenario. In this case the flaw is in the VC. Which state that the US player has to free a majority of hill/town hexes of German non-demoralized units on boards 10,23 and 31 the problem being that the US player starts on board 10 which is 75% hill and town the German player starts on the other three boards. Playing with the VC's as printed would have meant the US player who heavily outnumbers and outguns the Germans has 26 turns to capture ten more hill/town hexes and not lose 15 steps in the process to gain a minor victory. This did not seem right so I played that it was boards 11,23 and 31 that needed to be cleared. This seemed better but as the result was a German victory I am not 100% sure that my interpretation is correct. To the battle itself, initially the Americans attack in three groups of equal numbers and with a strong reserve ready to reinforce success. Each group would advance onto a different board with the units marching towards board 11 having the option to reinforce the attack on the towns on board 31 or just threaten the large town/hill complex on board 11. The German's set up, with 20/20 hindsight, was poor with too large a force trying to hold the hills and towns on board 31. I think that if I played this one again I would just hold the large hill on board 11 sending forward observers to lay down artillery on the advancing US forces. The US attack swatted away the small German roadblock on board 23 and that board was cleared of German units by GT3 however the mud and terrain slowed the US movement to a crawl (plus FOW) which meant that those American units never fired another shot for the rest of the battle. On board 31 there was another German collapse and after two hours of fighting it looked like an easy US victory would be had as only three US steps where lost compared to 12 German steps. However the German defense stiffened around the large town on board 31 and US losses began to mount, over the next 60 minutes the US lost another 8 steps however they had wiped out the German defenders and now had a majority if hill/town hexes for a minor victory. A German counter attack was repulsed but the German officer leading the attack was in a position to call artillery down on a number of demoralized US units who had been sheltering out of sight until then. This was the cue for some extremely accurate fire from both the off board and on board artillery, this resulted in further step losses so the Germans too had fulfilled their minor victory conditions. The US commander perhaps then should have just dug his troops in and called it quits and taken the draw, if this had been a FtF I would have done that, however the brave GI's attacked the forbidding hills around Gey and promptly lost 6 steps in two turns changing the outcome from a draw to a German victory. I did not play this one very well, the German set up was poor and the final US attack was also poorly handled ( I risked a platoon of Sherman's against an adjacent and disrupted 50mm A/T even though I knew a single step loss would mean a US loss the 50mm rolled a 12 DOH). I would have rated this a 3 but for the issue with the VC's. A very average scenario.

2 Comments
2013-12-09 07:57

Give me more of this "poor" play (to use your words) in our encounters please :-)

2013-12-11 03:07

I will do my best dear boy

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