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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Osterode
Spearhead Division #23
(Defender) Germany vs United States (Attacker)
Formations Involved
United States 3rd "Spearhead" Armored Division
United States 414th Infantry Regiment
Display
Balance:



Overall balance chart for SpDv023
Total
Side 1 1
Draw 0
Side 2 1
Overall Rating, 2 votes
5
4
3
2
1
4.5
Scenario Rank: --- of 940
Parent Game Spearhead Division
Historicity Historical
Date 1945-04-10
Start Time 16:00
Turn Count 20
Visibility Day & Night
Counters 89
Net Morale 0
Net Initiative 1
Maps 3: 22, 23, 24
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 172
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Anti-infantry Wire
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Smoke
Illumination
Scenario Requirements & Playability
Elsenborn Ridge Maps + Counters
Spearhead Division Base Game
Introduction

With the Allied high command more worried about blocking the southern passes out of the Harz Mountains than prosecuting the war against the rapidly-dwindling German diehards, Spearhead was ordered to go no farther than Nordhausen before being relieved by an infantry formation. This didn't mean the fighting was over for Spearhead as they still had to reach Nordhausen.

Conclusion

It was well after dark before Spearhead forced the Germans from Osterode. Official reports commented on the stubborn German defense of the town. They also mentioned the strength of the defenses leading north into the mountains and the appearance here of heavy self-propelled guns in addition to tanks. For the man at the front the war wasn't quite over yet.


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

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 #23: Osterode
Author JayTownsend
Method Solo
Victor Germany
Play Date 2020-06-14
Language English
Scenario SpDv023

Spearhead Division: scenario #23: Osterode

A great looking scenario to play, it has everything you want in a 1945 western front scenario, M26 Pershing tanks, Jumbo Sherman tanks, Jagdtiger and Tiger II tanks, air-support, both day and night turns, off-board artillery, Infantry and support weapons of all types. I did have to borrow wire counters from another game.

The Germans setup to defend both maps 22 and 23, pretty much setup in all town hexes as these are the victory hexes for both sides other than step losses and it pretty much cancels out the effect of the VT Fuse artillery by being in town hexes. The German setup the dreaded Jagdtiger in the forward town hex on map 22 supported by some Infantry and AT-Guns and an AA-Gun as well to maybe fight off some of those American air-attacks. On map 23 the German setup the rest of their assorted forces including the reduced step King Tiger.

The American used their larger forces to rush the first German town on map 22 led by the Jumbo Sherman tank unit, which survived the German 88mm AT gun but not the Jagdtiger unit. One step of the Jagdtiger was finally taken out with shots from the M26 Pershing Tanks and the other step one lost after becoming demoralized and abandoned by its crew. After all the town hexes on map 22 were conquered by the Americans, the reinforcement arrive right on turn nine, so the Americans regrouped and charged the town hexes on map 23 inforce. The Germans Tiger II, StuG IIIG and 75mm AT Guns had a field-day shooting up American armor. A Pershing was lost, an M36, and many Sherman and Stuart tanks as well. The Tiger II finally had to be assaulted by Infantry and armor to take it out.

After some bloody street fighting the Americans controlled all the town hexes but one, which would have been taken with another turn or two. It felt like an American victory but when I added all the points up for town controlled hexes and enemy steps eliminated for both side, the Germans won a minor victory, 49 points to 42 points or a seven point difference. The Americans controlled the Battlefield but took too many losses. A very fun scenario to play.

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