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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Tightening the Noose
Winter Soldiers #11
(Attacker) Germany vs United States (Attacker)
Formations Involved
Germany 1st SS "Leibstandarte Adolf Hitler" Division
Germany Kampfgruppe Peiper
United States 30th "Old Hickory" Infantry Division
United States 743rd Tank Battalion
United States 824th Tank Destroyer Battalion
Display
Balance:



Overall balance chart for WiSo011
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 1 vote
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Winter Soldiers
Historicity Historical
Date 1944-12-23
Start Time 09:00
Turn Count 20
Visibility Day
Counters 99
Net Morale 0
Net Initiative 0
Maps 4: 10, 22, 25, 9
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 172
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Inflict Enemy Casualties
Rural Assault
Urban Assault
Conditions
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Battle of the Bulge Maps
Elsenborn Ridge Maps + Counters
Winter Soldiers Base Game
Introduction

As part of an all-out American effort to eliminate the troublesome Kampfgruppe Peiper two infantry battalions with armor support were to advance on La Gleize from the west. At the same time Task Force McGeorge was to strike the town from the north and east. Peiper was well aware of American intentions but was unable to effectively respond due to the lack of fuel.

Conclusion

Battle-scarred veterans of the Eastern Front, the SS Lifeguard did not cower from the American onslaught. The grenadiers carefully laid their fields of fire, dug their trenches, checked their ammo, and waited. The few operational tanks pulled those without fuel into positions dominating the likely approaches. The calm efficiency of Hitler's finest repulsed the Americans at La Gleize, but their efforts were insufficient to prevent the Americans from linking up to the south and completely isolating the kampfgruppe. An increasingly frustrated Peiper radioed headquarters requesting permission to breakout; permission was denied.


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)
  • Anti-Aircraft Weapon Carrier: apply a -1 modifier to an air attack if within three hexes of the targeted hex (15.14).
  • Anti-Tank Gun Carrier: half-track with anti-tank gun, NOT a Tank Destroyer
  • 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
Luftwaffe
  • Foot
  • Leader
Schutzstaffel
United States Order of Battle
Army

Display Errata (4)

4 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)
Overall balance chart for 25

The M18 has a special rule in Battle of the Bulge but it applies globally: "A two-step M18 unit can fire one anti-tank shot and move half its movement allowance (retain fractions) in a single impulse. The order in which it does these two actions is the player's choice."

(Shad on 2010 Dec 15)

Display AARs (1)

WS#11: Noose Tightens
Author Poor Yorek
Method Solo
Victor United States
Play Date 2012-11-21
Language English
Scenario WiSo011

NOTE: Played solo. This scenario normally allows the German player a significant number of hidden units. As VC's are given out based, in part, on board control, the lack of ability to "hide" units is a substantial modification to the play. This is in addition, of course, to the otherwise advantage of being "hidden" which is to force a unit to be adjacent (if in LT) to spot it.

To account for this, I made the somewhat arbitrary decision to grant the German side an additional 2xPARA(LW) + 1-LT (LW).

Scenario played out in three areas:

  1. North: a savage battle between 4xGREN(SS) vs. 10xUS INF and/or HMGs.
  2. Middle: US holding force of foot units + 2xM4 to deter German units (including the PzV) counterattacking from the east. A pair of INF trotted off to deal with a lone PARA platoon on the SW board.
  3. South: US mechanized force (all of the M3's loaded up) as well as the M4/76, M18, and remaining M4s to launch a right hook (from the pov of attacking eastwards).

The US southerly attack went very well. The M18 dodged a shot from the 75mm AT gun mounted atop an SPW, and finished them off with its move-and-shoot ability. The PARA's holding the road in a dug-in position were quickly softened up by OBA and DF support from the tanks and M3's and defeated by assaulting INF.

This force then had a tougher time vs. 2xSS GREN + the immobilized PzIV set to holding the road northbound into La Gleize.

By game end, the US held all boards save for #10, though the Germans held La Gleize.

The SS were not yet dead by hypoxia, but the noose had tightened.

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