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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They Were Wrong
Spearhead Division #18
(Attacker) Germany vs United States (Defender)
Formations Involved
United States 3rd "Spearhead" Armored Division
Display
Balance:



Overall balance chart for SpDv018
Total
Side 1 0
Draw 1
Side 2 2
Overall Rating, 3 votes
5
4
3
2
1
3.67
Scenario Rank: --- of 940
Parent Game Spearhead Division
Historicity Historical
Date 1945-03-30
Start Time 16:30
Turn Count 15
Visibility Day & Night
Counters 70
Net Morale 1
Net Initiative 2
Maps 2: 23, 24
Layout Dimensions 86 x 28 cm
34 x 11 in
Play Bounty 160
AAR Bounty 171
Total Plays 3
Total AARs 1
Battle Types
Delaying Action
Exit the Battle Area
Inflict Enemy Casualties
Road Control
Conditions
Hidden Units
Off-board Artillery
Reinforcements
Smoke
Terrain Mods
Illumination
Scenario Requirements & Playability
Elsenborn Ridge Maps + Counters
Spearhead Division Base Game
Introduction

First Army’s plan to seal the Ruhr Pocket required the Spearhead Division to reach Paderborn by March 30th. The link-up with Second Armored Division would trap 350,000 Germans of Army Group B and put an end to organized German resistance in the West. On the previous day Spearhead had met only scattered light opposition and the division staff expected to reach Paderborn with little trouble. They were wrong.

Conclusion

All during the night two regiments of Waffen SS trainees had marched south to take up defensive positions against Spearhead. Their heaviest weapons were the panzerfausts they brought with them, and these were only effective against armored vehicles when used at an up close and personal range. Nevertheless the youngsters had been indoctrinated during their time in the Hitler Youth and they took up their positions with little hesitation.


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)
  • 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
Schutzstaffel
  • Mechanized
United States Order of Battle
Army

Display Errata (1)

1 Errata Item
Overall balance chart for 424

The reduced direct fire value of the SS HMG is 5-5 in Beyond Normandy and Road to Berlin.

(plloyd1010 on 2015 Jul 31)

Display AARs (1)

Spearhead Division, scenario # 18: Wewer
Author JayTownsend
Method Solo
Victor United States
Play Date 2018-04-24
Language English
Scenario SpDv018

Spearhead Division, scenario # 18: Wewer

This as a difficult scenario to play for either side, as the Germans have a large area to defend but the Americans have a short time limit to exit units east against three German units of dreaded Tiger IIs and Infantry support.

The Americans have three combat groups, one starts on the map and the other two come in as reinforcements but I believe there is a typo on the second group of reinforcements, if they roll a 6, they enter and exit in the same hex, so I ignored that and assumed entry is on map 24.

There is little time, so the Americans have to rush their numbers forward but those Tiger IIs are monsters, even for the American M36s, M26s & Jumbo Sherman’s and they lost a great deal of them, only with assault combat were the American Infantry able to takeout only two steps of Tigers.

Embarrassing but the Americans lost 44 steps, the Germans only lost 5 steps but the American exited off the east edge of the map 49 steps so the point difference favor the American by 5 points for a minor victory which felt hollow. But a fun scenario to play!

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