Panzer Grenadier Battles on October 24th:
Afrika 1944 #22 - PAKfront Leyte '44 #12 - Flying Wedge
Fronte Russo #9 - Potemkin Village Leyte '44 #13 - Failure at Buri Airfield
Red & White #28 - Bastion
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Scherpenseel
Spearhead Division #11
(Defender) Germany vs United States (Attacker)
Formations Involved
Germany 12th Infantry Division
United States 3rd "Spearhead" Armored Division
Display
Balance:



Overall balance chart for SpDv011
Total
Side 1 1
Draw 0
Side 2 2
Overall Rating, 4 votes
5
4
3
2
1
3.5
Scenario Rank: --- of 1094
Parent Game Spearhead Division
Historicity Historical
Date 1944-11-18
Start Time 06:00
Turn Count 15
Visibility Day
Counters 37
Net Morale 0
Net Initiative 2
Maps 1: 22
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 137
AAR Bounty 168
Total Plays 3
Total AARs 1
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Anti-infantry Wire
Minefields
Off-board Artillery
Severe Weather
Smoke
Scenario Requirements & Playability
Elsenborn Ridge Maps + Counters
Spearhead Division Base Game
Introduction

The Spearhead Division had tried to capture Scherpenseel in September in a bloody action that cost it the services of the U.S. Army’s best tank commander, Staff Sgt. Lafayette Pool, and his unstoppable Sherman “In the Mood.” Returning to the same sector two months later, a small contingent of Task Force Mills tried to drive the remaining Germans from Scherpenseel while the majority of the task force remained engaged at Hastenrath.

Conclusion

Despite the weak forces committed to the attack, the Americans ejected the German defenders from Scherpenseel and declared the village secured well before noon. American officers were worried that their lack of infantry would not allow them to repel a determined German effort to take the village back. The Germans did launch small counterattacks but were unable to muster enough men to seriously threaten Scherpenseel. With an infantry division squeezing in on each flank, VII Corps had begun planning to put Combat Command B in reserve.


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
  • Anti-Aircraft Weapon Carrier: apply a -1 modifier to an air attack if within three hexes of the targeted hex (15.14).
  • 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).
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.

Display Order of Battle

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

Display Errata (4)

4 Errata Items
Scen 11

Dawn happens at 0830 in this scenario as per the Elsenborn Ridge rules for November 1944. Unfortunately there is no mention of when dawn occurs in the flawed Spearhead Division setup instructions.

(CavDo on 2026 Apr 06)
Scen 11

Dawn happens at 0830 in this scenario as per the Elsenborn Ridge rules for November 1944. Unfortunately there is no mention of when dawn occurs in the flawed Spearhead Division setup instructions.

(CavDo on 2026 Apr 06)
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 54

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

(rerathbun on 2012 Jan 30)

Display AARs (1)

Try to Liberate Scherpenseel, Captain!
Author treadasaurusrex (United States)
Method VASSAL
Victor Germany
Participants Jockulus
Play Date 2026-07-20
Language English
Scenario SpDv011

This was another fast-paced & exciting, 4-session play-through with me leading combined-arms elements of the Task Force Mills of the American 3rd Armored Division in a 15-turn battle fought in the mud-splattered, vicinity of Scherpenseel. My opponent was the tenacious & quick-thinking, Jockulus, who led dug-in, defending elements of the German 12th Infantry Division, in this intense, single map battle. Both sides drew better than average leaders.

We used the FOW, smoke/illum, excess initiative, extended assault and consolidation optional rules, as well as these FOUR 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, 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, 3) Towed Anti-Tank (AT) Hidden Emplacement — Unless prohibited by special scenario rules, ALL dug-in, entrenched, or town- occupying, towed AT gun units always begin scenarios in HIDDEN mode if allowed to dig-in per scenario special rules (please see Optional Rules for Hidden Units; Plotting Position; Revealing; and No Hidden Units Specified on Page 37). For example: dug-in, PaK 38 (50mm); Soviet 45mm, or British 2-pdr and/or 6-pdr towed AT gun platoons are eligible under this house rule, and 4) Armored Fighting Vehicle (AFV) Consolidation — Unless prohibited by special scenario rules, reduced 2-step tanks, and other AFV units of the same type, nationality, and morale condition may be combined to form a single, full-strength unit. Both reduced units must start their activation in the same hex and be activated by an adjacent – or same-hex – good order, Tank Leader. This action costs both units all their movement points. Remove one of the units, flip the other to its full-strength side and mark it activated.

Happily, this rule set provided improved playability & simplicity during our play-through.

Our intense & mud-coated, first session (game turns 1-3) featured the leading edge of a slow US column approaching the dug-in Jerries in the pre-dawn gloom. Both sides deployed illumination rounds as the GIs spread out. This allowed the German 75mm AT gun in the southern 2-hex town to eliminate 3 US steps, dropping the Yank’s initiative level. A decoy minefield on the east-west road adjoining the town was discovered during the third game turn as the GIs began probing the town while their mobile recon elements and tanks bypassed the forward-deployed Wehrmacht defenders. Victory points at the end of the session strongly favored the German side, 11-0. Capricious dice fates ruled this second session, in what proved a frustrating, pre-dawn (game turns 4-7) encounter. Oddly, given the number of illumination shots expended, very few steps were lost, and then only to the American side. This included a lucky strike by the German 75mm Pak40 unit on a solitary tank platoon. Meanwhile, the mud-slowed GIs were not able to come to grips with the German garrison in the 2-hex village in spite of overwhelming firepower. With all illumination rounds now expended by both sides, the attack proceeded in the low visibility gloom. The victory points at the end of the session strongly favored the German defenders, at 13-0. The quick-moving, third session (game turns 8-11) consisted of the mud-splattered American mechanized infantry finally penetrating town Hex 0606 in a relatively successful close assault as dawn arrived & visibility improved. In the north, the now-enlivened, German garrison sallied and eliminated a section of M-5 light tanks – while a section of M-8 Greyhound armored cars was also eliminated by accurate, long-range Wehrmacht AT fire. The victory points continued to strongly favor the German defenders, at a revised total of 15-3.

Our action packed fourth session (game turns 12-15) featured the Americans finally liberating a single, muddy town hex and contesting another in fierce fighting. The fates smiled on a number of GI close assault & morale die rolls leading to the loss of: 6 German steps and only a single American step. Nevertheless, the final victory point tally indicated a German minor victory at 14-11 -- the scrambling GIs missing a draw by a single step loss!

There were 7 FOW-shortened game turns in the 15 played.

This was a fun-to-play, costly, slow-developing, but surprising scenario, with many opportunities for mud-impaired maneuver, as well as plentiful decision points. All in all, it was a challenging & entertaining battle, that rates a 5 in shared play with a challenging opponent. I recommend it for both SOLO and SHARED play.

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