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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Dueling for the High Ground
West Wall #5
(Defender) Germany vs United States (Attacker)
Formations Involved
Germany 12th Infantry Division
Germany 9th Panzer Division
United States 3rd "Spearhead" Armored Division
Display
Balance:



Overall balance chart for WeWa005
Total
Side 1 1
Draw 0
Side 2 2
Overall Rating, 4 votes
5
4
3
2
1
3.5
Scenario Rank: --- of 940
Parent Game West Wall
Historicity Historical
Date 1944-09-16
Start Time 10:30
Turn Count 24
Visibility Day
Counters 99
Net Morale 0
Net Initiative 2
Maps 2: 22, 25
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 167
AAR Bounty 159
Total Plays 3
Total AARs 3
Battle Types
Hill Control
Inflict Enemy Casualties
Rural Assault
Urban Assault
Conditions
Entrenchments
Off-board Artillery
Reinforcements
Scenario Requirements & Playability
Cassino '44 Counters
Elsenborn Ridge Maps + Counters
West Wall Base Game
Introduction

The Wild Buffaloes were not content with merely improving their defensive positions at Verlautenheide as this would still leave their left flank open all the way to Zweifall. Therefore a battalion was sent south to establish contact with some holdouts from the 9th Panzer Division at Stolberg. But instead of stopping once they'd made contact, the Wild Buffaloes kept heading southward. That led them directly into the Americans who were attempting to secure the high ground around Weissenberg.

Conclusion

The Germans promptly put paid to the American effort to secure Weissenberg, and were glad that cloud cover had prevented enemy airpower from interfering with their own efforts.


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).
  • Prime Movers: Transports which only transport towed units and/or leaders (May not carry personnel units). May or may not be armored (armored models are open-top). All are mechanized. (SB)

Display Order of Battle

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

Display Errata (1)

1 Errata Item
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)

Display AARs (3)

Time Enough for Two Battles
Author Matt W
Method Solo
Victor United States
Play Date 2012-08-21
Language English
Scenario WeWa005

The Americans are faced with an interesting dilemma in this one. The victory conditions make it clear that they are to take towns and hills. Unfortunately for the Americans the towns are in one of the two mapboards while the hills are several kilometers away. Therefore the Americans have to choose to go after towns or hills first. Either way they will have to face considerable AT gunnery (a Panther, a StuG and a 71mm await). The Americans, on the other hand have a lot of tanks and tank destroyers and enough infantry and support weapons (including M3s) to have a firepower advantage should they decide to use it.

My Americans decided to pursue a two part battle strategy. In the first part of the game they took over the towns and put some very careful M4s on the smaller of the two objectve hills to begin to remove the Germans. This was accomplished primarily with the infantry component of the force with the tank destroyers and upgunned Shermans taking on a defeating the Panther.

At this point, the Wild Buffalos had arrived and were swarming over the larger hill. The Americans began advancing from the town and were seeking cover in the light woods at the eastern edge of the hill. Seeing that the Americans were aiming to provide support to the M4s which were in position to fire on the remaining German entrenchment on the small hill, the Wild Buffalos sent a strong force to flank the Americans and keep them from that objective. Unfortunately for the Buffalos, they became statistics quite quickly. Artillery slammed home and caused losses and demoralizations and then the infantry force stopped off to permit the destruction of the Buffalos to proceed. The counterattack was over before it really started.

At the same time as the counterattack was being sliced and diced, the StuG blew its cover while slaughtering M3s. This led to some M4/76s getting the range on the StuG and making sure that its one fire activation was the only one it would have in this playing.

On the penultimate turn the Americans were able to reduce the entrenchment on the small hill and with the 10 point swing in the victory calculation, the Americans pulled out a hard fought win. This was a lot fo fun with multiple decision points for both sides. I give it a "4".

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Where Did That Defeat Come From ?
Author vince hughes (Germany)
Method Face to Face
Victor Germany
Participants waynebaumber (AAR)
Play Date 2012-09-29
Language English
Scenario WeWa005

This game was played face to face against Wayne Baumber in one session as only 10 of the scheduled 24 turns were played out. Yet another in the Westwall series as the continued slugging match by the two determined armies of America and Germany continue to batter each other relentlessly. Both of us agreed that with the sparse initial German troops and wide area to defend, this initially looked like a US win in all probability. Knowing that such a scratch German force, even if it included 1 x Panther platoon, would not be enough to defend the far flung high ground and towns over two boards. Therefore, I decided my defence would be to opt to simply stand and hold the largest 40m hill complex to the east. The idea being that these 9 hexes would be the same point value as the 4 x town and 5 x hill given up to the Gi's, but he would still need to come at us, entrenchments and all to gain the points for a win but at least my small force's firepower would be concentrated. By hitting him hard with casualties, I hoped to drive up enough points for the win and hold out until my reinforcements arrived on turn 9 or after (roll a 5 or 6).

An American infantry battalion from Task Force Lovelady of 3rd Armoured Division supported by 10 platoons of tanks and adequate OBA had launched an attack around Weissenberg about 1030 hours (turn 1) expecting to clear the heights and the pillboxes. The Americans discovered that the outlying villages had been left all but empty and that the remnants of Germans from the 9th Panzer had concentrated around the highest ground in the distance. This was being defended by very strong pillbox and trench positions and also stiffened by a platoon of Panthers and StGIII assault guns. The villages were advanced through without molestation by a small tank and recon force of M3 halftracks. The main body of US troops advanced frontally towards the heights (along board 25). For 30 minutes things were pretty quiet, but at 1100 hours, an entrenched German AT platoon revealed itself just outside the empty villages by burping out shells at an M4 platoon knocking out 2 of the vehicles (1 step). The rest of the tanks and halftracks rounded on this discovered enemy expecting small resistance. However, within minutes, a number of M3’s were left burning (2 steps) as the Yanks moved in closer and were assaulting from close range. The AT crews, though never in good order, continued to hold their positions. Meanwhile, on the main advance, some GI’s were taking casualties from artillery and mortar fire as they attempted to advance towards the heights (2 more steps).

Over the following half hours (turns 4 & 5), American infantry and halftracks were becoming casualties at an alarming rate. (6 steps). The dug-in Panthers were obliterating the thin-skinned M3’s, German OBA was demoralizing and reducing the infantrymens ranks at a worrying pace. The American commander therefore decided to make an aggressive thrust at the enemy armour on the hilltop. At 1145 hours, US armour started to go forward and lost a platoon immediately. However, 6 platoons of M4’s and M10’s had pushed in close to their enemy. The tank battle was swift and bloody. The 2 platoons of German tanks soon accounted for 10 American tanks (5 steps). The Americans in their turn managed to reduce the StG platoon. But the US losses were too much when added to their infantry and M3 losses. The carnage continued for another 15 minutes as American armour was all but wiped out.

At 1230 hours, the battalion strong Wild Buffalo reinforcements from the German 12th Infantry Division arrived and found the Weissenberg area had already been held comfortably with minimal loss. However, it was at this moment that the Americans enjoyed their best period. They finally captured the AT platoons trench and also inflicted losses by hitting an HMG platoon from the German reinforcements. But it was simply too little far too late. The Americans, seeing the day was over for any chance of gains, retired.

With 1 x trench (2pts), 4 x town (12pts), 5x hill (15pts) and inflicting on the Germans 2 FOOT steps, 1 AT step and 1 StG step (5pts), the Americans accumulated 34pts. The Germans held 5 x trench (10pts), 9 x hill (27pts) and had inflicted 7 FOOT steps, 12 AFV steps and 9 APC steps (40pts), the amassed 77pts. It had been a consummate vicory for the German defenders.

What was so strange about this game was that despite the huge American casualties, neither of us could really sense it coming, nor indeed understand how it had all come about. There was no obvious mistakes by the US to point at, save the large AFV attack later on when so many were wiped out. But that attack had been made in response to the heavy losses already inexplicably building up. I suppose if we had play-back, we'd see it, but at the time, such a defeat did not seem the likely outcome .... even when it was happening ? This was a good win for the Germans. They will always find this tough, and, having only experienced 10 of the turns, I can only award a standard '3'. Enjoyed myself today !

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Shock defeat in quick time
Author waynebaumber (United States)
Method Face to Face
Victor Germany
Participants vince hughes (AAR)
Play Date 2012-09-29
Language English
Scenario WeWa005

This will be a very quick AAR as I am still reeling from this defeat, I don't really mind being beaten but I do mind being beaten in less than 10 turns and so utterly completely. The US have to take a well fortified piece of high ground before German reinforcements can be rushed to the scene. The US have lots of armour and good OBDA to assist them, furthermore the German defenders have to be set up in their entrenchments three hexes from each other. The German though has a Panther platoon which outmatches all of the other AFV's on the board and in our game had better leadership. My plan was not to ignore the Panther as best I could use cover and then overwhelm each entrenchment in turn with superior firepower I did expect Vince to use a more forward defense and I also expected him to as least try and defend the town hexes, he did neither which may have led indirectly to my defeat. What I should have done was raced down the road on board 22 and outflanked him he would have had to respond to this threat and moved his two Tank platoons which may have left them more vulnerable. Instead I stuck to my original plan and only used a small flanking force which got hung up trying to take out a single A/T gun platoon. My main advance hit the first strong-point and stalled there, Vince's Panther dug in and on high ground then had a field day taking out M3's he also had a couple of lucky DF shots which resulted in step losses, realizing I was losing this battle I tried to swarm the Panther with my Sherman's trying to get a cross fire bonus, this was a gamble it failed I lost. As I have said this was a BIG loss and has Vince has said in his AAR I did not see it coming, however by GT7 the game was lost, yes I was unlucky that when I got my 22 DF shots v the first entrenchment I did not get a X result but even if I had the result though closer would have been the same. It was a great set up by Vince, oh well back to the drawing board

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