Panzer Grenadier Battles on May 17th:
Afrika Korps #44 - Relief Fall of France 1 #26 - To the Bridges!
Alaska's War #8 - Squeezing Jarmin Fall of France 2 #26 - Lost Children
Cassino '44 #29 - The White Eagles of Cassino Fall of France 2 #30 - To the Bridges!
Cassino '44 #30 - Green Devils' Last Throw of the Dice Panzer Grenadier #46 - South of Kharkiv
Edelweiss IV #21 - On the Shoulder Road to Dunkirk #6 - Back in Waterloo
Edelweiss: Expanded #15 - On the Shoulder Swallows of Death #8 - Seneffe
Eastern Front #104 - South of Kharkiv Swallows of Death #20 - The Trélon Gap
Fall of France 1 #25 - Lost Children Swallows of Death #21 - Welcome to La Capelle
Errors? Omissions? Report them!
Diepenlinchen
Spearhead Division #6
(Defender) Germany vs United States (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 SpDv006
Total
Side 1 0
Draw 0
Side 2 5
Overall Rating, 4 votes
5
4
3
2
1
4.25
Scenario Rank: --- of 964
Parent Game Spearhead Division
Historicity Historical
Date 1944-09-18
Start Time 15:00
Turn Count 12
Visibility Day
Counters 44
Net Morale 0
Net Initiative 1
Maps 2: 22, 24
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 143
AAR Bounty 167
Total Plays 5
Total AARs 1
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Anti-infantry Wire
Minefields
Off-board Artillery
Reinforcements
Smoke
Scenario Requirements & Playability
Elsenborn Ridge Maps + Counters
Spearhead Division Base Game
Introduction

With both sides trying to buy time to recover from the heavy fighting, neither planned much aggressive action. Whether by design or due to overzealous local commanders, the heaviest fighting in the sector took place in and around a small hamlet named Diepenlinchen. The Germans started the day off by driving off the infantry company holding Diepenlinchen and quickly setting up their defenses.

Conclusion

The afternoon was growing short when the Americans had gathered enough troops for a go at Diepenlinchen. The first effort was repulsed but a second effort was able to drive the Germans out of the town. This enabled a number of men from C Company of the 26th Infantry’s First Battalion who had been captured in the earlier fighting to not have to spend the night in captivity. Shortly after dark the German launched a fair-sized effort to regain the town but it was turned back after some anxious moments for the defenders.


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
  • 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).

Display Order of Battle

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

Display Errata (4)

4 Errata Items
Scen 6

Two items of concern: 1) the Special Rules section in the setup instructions specify that ONLY US 1st Infantry Div leaders may spot for 1st Infantry Div OBA and Mortars, and that 3rd Armored Div leaders may ONLY spot for 3rd Armored OBA and Mortars. In other words, only leaders from the correct US division may spot for THAT division's supporting artillery & mortars. Unfortunately, the instructions do not identify which of the two US outfits controls the OBA. I imagine that the pair of 18 OBA artillery increments belong to the 1st Infantry Div (olive green increments) and not the 3rd Armored DIv (armor gold increments). These OBA increments were probably organic to the 1st Infantry Div. 2) NO 81mm Mortars are included in the setup instructions for the 3rd Armored Division. I suggest that players ADD a unit of 81mm Mortars to the counter mix for the 3rd Armored contingent in the setup.

(treadasaurusrex on 2025 Apr 01)
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 54

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

(rerathbun on 2012 Jan 30)

Display AARs (1)

Take the Town & Rescue the POWs.
Author treadasaurusrex (United States)
Method VASSAL
Victor United States
Participants goosebrown
Play Date 2025-04-09
Language English
Scenario SpDv006

This was a 2-session play through with the tenacious & stimulating goosebrown leading defending elements of the German 12th Infantry Division. I led attacking elements of the US 3rd Spearhead Armored Division along with elements of the US 1st Big Red One Infantry division. While the entire town was not taken, the American POWs of the 1st BN, 26th Infantry were located and freed.

We played using the FOW, consolidation, smoke/illum, excess initiative, strategic movement and extended assault, optional rules. Also used were these 2 house rules: 1) Road Movement for Mechanized & Foot Units - All FOOT & MECHANIZED units may move on roads at the rate of 1/2 of a Movement Point (MP) per road hex, just like MOTORIZED units, and 2) Standardized Movement for Mechanized Units — All mechanized units may move through clear hexes at a movement cost of only 1 movement point (MP) per hex, instead of 1 1/2. Add one to this cost if moving up, across, or down slopes hexes.

Our exciting, first session (game turns 1-4) featured a rapid American movement to contact covered by intermittent smokescreens. A single US step was lost, when an engineer unit ran into a minefield and was hit by accurate opfire on the SE margins of Diepenlinchen. Probing US tanks move diagonally across the town but were initially unable to locate the POWs from the 1-26th US Infantry. Leaving the relative safety of Diepenlinchen, a company of counter attacking German grenadiers, was cutoff and surrounded as it moved SW onto the western, 20-meter ridge. A reinforcing Wehrmacht assault gun platoon arrived to strengthen the remaining garrison on the 3rd game turn. Limited artillery ammunition supplies plagued the American long-range artillery throughout this session. At session’s end, the victory point tally was 11 for the Germans, and 0 for the struggling GIs.

The second & final session (game turns 5-9) featured an unexpected reversal of fortune, with the defending Germans abruptly conceding at the start of the 9th game turn when the results of the match became a foregone conclusion. However, this was preceded by fierce fighting in the gathering gloom as night fell. There were multiple close assaults in the town and on the 20-meter ridge to the west. A handful of these resulted in local German tactical successes, including the loss of a platoon of US Sherman tanks, and a number of American demoralizations & disruptions in critical situations. Also lost in a close range AT crossfire was the Jerry’s only StUG IV assault gun platoon. The final victory point tally indicated a minor American victory by a score of 22-16.

This was a slightly flawed, but fun-to-play scenario, with many decision points and the opportunity for rapid maneuver by the American player. I give it a solid 4, and recommend it for both SHARED and SOLO play.

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