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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Wewer
Spearhead Division #20
(Defender) Germany vs United States (Attacker)
Formations Involved
United States 3rd "Spearhead" Armored Division
Display
Balance:



Overall balance chart for SpDv020
Total
Side 1 0
Draw 0
Side 2 2
Overall Rating, 2 votes
5
4
3
2
1
3.5
Scenario Rank: --- of 940
Parent Game Spearhead Division
Historicity Historical
Date 1945-03-31
Start Time 11:00
Turn Count 18
Visibility Day
Counters 79
Net Morale 1
Net Initiative 2
Maps 3: 22, 23, 25
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 169
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Inflict Enemy Casualties
Road Control
Urban Assault
Conditions
Anti-infantry Wire
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Smoke
Scenario Requirements & Playability
Elsenborn Ridge Maps + Counters
Spearhead Division Base Game
Introduction

While Task Force Welborn had been mauled on the previous day, Task Force Boles had spent the night looking for weak spots in the German defenses. With the King Tigers withdrawing after inflicting their damage, Combat Command A’s new commander felt that the two task forces would be able to handle their own problems fairly quickly and resume their drive on Paderborn with support from three other task forces.

Conclusion

Task Force Hogan managed to quickly overcome the defenders facing them and advanced to the Paderborn Airport where they took losses from the heavy anti-aircraft guns emplaced there. Task Force Richardson gave them a hand in overcoming the resistance and then concentrated their efforts at securing Nordborchen. Task Force Hogan would secure Wewer before calling it a day. It had been a good day for Spearhead as the approaches to Paderborn had been taken and Task Force Welborn had regained operational freedom. The next day would see Paderborn fall.


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)
  • 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).

Display Order of Battle

Germany Order of Battle
Heer
  • Mechanized
  • Motorized
Luftwaffe
  • Towed
Schutzstaffel
  • Mechanized
  • Towed
United States Order of Battle
Army
  • Motorized

Display Errata (3)

3 Errata Items
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)
Overall balance chart for 408

The Units in Beyond Normandy were misprinted with a movement factor of 5. The movement factor should be 8.

(rerathbun on 2012 Mar 21)
Overall balance chart for 408

Liberation 1944's counters are mislabeled 'PzIVF2.' The counter's ratings are correct (Armor 5, Move 8, DF 11-6, AT 6-8).

(rerathbun on 2014 Feb 14)

Display AARs (1)

Spearhead Division, scenario # 20: Wewer
Author JayTownsend
Method Solo
Victor United States
Play Date 2018-04-24
Language English
Scenario SpDv020

Spearhead Division, scenario # 20: Wewer

I was finally able to start playing Spearhead Division scenarios and since I wanted to play one with a Jagdtiger, and low counter density I picked this one. I still don’t understand why the American counters had to be the color yellow for this supplement but they look nice.

The Germans setup up their Jagdtiger, PZIVH and 20mm AA Gun and one leader up front dug-in and all the rest of the units toward the rear defending the town and north-south road.

The Americans enter from the south and rush as many units forward as possible hoping to overwhelm the German armor with armor and Infantry as well as air-power. The Americans took a beating with those German Jagdtiger and PZIVH units before American Infantry assaulted in numbers. Each side made two mistakes, one the Germans should have left some Infantry to defend their armor and on the other side of that coin, the Americans should never have rushed so my armor at the Germans and just let their Infantry handle it.

Once the Americans overcame the Germans, they advance on the city/town in the north and with combined arms of: Armor, Infantry, Artillery & Air-power they pretty much reduced most of the remaining German Infantry and 88mm Gun units for an American major victory of 13 points more than the Germans.

I never moved the monster Jagdtiger but fought in place with it until it was too late.

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