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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Malevolent Young Men
Winter Soldiers #25
(Attacker) Germany vs United States (Defender)
Formations Involved
Germany 12th SS “Hitler Jugend” Panzer Division
United States 6th "Super Sixth" Armored Division
Display
Balance:



Overall balance chart for WiSo025
Total
Side 1 2
Draw 0
Side 2 5
Overall Rating, 7 votes
5
4
3
2
1
3.71
Scenario Rank: 247 of 940
Parent Game Winter Soldiers
Historicity Historical
Date 1945-01-01
Start Time 13:00
Turn Count 12
Visibility Day
Counters 61
Net Morale 0
Net Initiative 1
Maps 1: 11
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 139
AAR Bounty 153
Total Plays 7
Total AARs 4
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Severe Weather
Scenario Requirements & Playability
Battle of the Bulge Maps
Elsenborn Ridge Counters
Winter Soldiers Base Game
Introduction

New Years day didn't bring any relief to the fighting around Bastogne. The Americans pushed relentlessly to widen the corridor while the Germans transferred formations around in an attempt to close it. All the traffic clogging the roads was slowed even further by the icy conditions making units very late in reaching their starting positions. So formations like CCB of 6th Armor just started when they got there despite the late hour.

Conclusion

The newly arriving 12th SS Panzer Division launched a short vicious counterattack shortly after their arrival and retook Arloncourt. Frustrated from their earlier failures in Wacht am Rhein the Hitler Youth would enjoy success today and tomorrow against 6th Armor Division.


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).
  • 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 (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 (4)

Hitler Youth Lose Their Heads
Author thomaso827
Method Solo
Victor United States
Play Date 2016-01-01
Language English
Scenario WiSo025

This 12-turn scenario has 2 armored infantry companies with 2 HMGs' an Engineer and 2 Mortars and all their halftrack transports, supported by an M-16 AA halftrack, 2 Shermans and an M-18 Hellcat holding the central town on board 11 against 10 SS Grenadiers, 3 HMGs, 3 mortars, 2 engineers, a Panther ands 2 Mk IVHs who have to enter the board and kill as many US units as possible and take as many town hexes as possible. Icy weather makes all terrain go up by 1 movement point, so everything gets off to a slow start as German armor moves just ahead of the infantry but not far enough to become good assault targets, while the Germans can move their infantry just 2 hexes until they come through the woods. The larger group lead by the SS Colonel maneuvers to try to assault the western town hexes while the smaller group moves mortars into the light woods and tries to maneuver two stacks to assault from the east. As the US, I moved my shermans out of the town hoping for a bit of luck against the Mk IVs. Some luck. The Mk IVs rolled 2 modified 13s right off killing the Shermans. The M-18 moved into the northernmost town hex hoping to hit the Panther before going out, but again, the German armor rolled high and the Hellcats died without drawing blood. With this sort of start, it looked bad for the US troops, but luck was with the US in assaults, and having a clear field of fire as the Germans inched their way forward didnt hurt either as stacks of SS troops found themselves wiped out or reduced and demoralized all around the town. 2 assaults were managed, and the first in the northwestern edge of town cost the Germans the Panthers and all the infantry and even the Captain leading. This after the German Colonel fell to DF along with a step of infantry that he was leading. Over the course of the game, the Germans found themselves decapitated 3 times, leaving only the LTs working to lead what was left of their infantry. The last decapitation occured when the last Captain lead the 2 Mk IVs into an assault, only to lose a step of tanks and then roll a 2 on leader loss. Decapitation had little effect on the units with the exception of the 7-0-0 LT leading the mortars naturally, so the mortars were inneffective for several turns while the LT regaied his composure. At the end of turn 11, with 3 of 4 steps of Mk IVs destroyed and the last one demoralized, it was time to call it a game. 33 points for the US to 18 for the Germans, not counting the town hexes which were completely still in US hands. Major US victory. Great game.

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Need your tankers rested
Author Poor Yorek
Method Solo
Victor Germany
Play Date 2013-12-27
Language English
Scenario WiSo025

The title comes both from the scenario description (the US CCB of 6th Armored is described as "exhausted" and partially the result (namely that the US could not take advantage of opportunities to take out the 12th SS armored units).

My only critique of the scenario is that, given the "exhaustion" factor; the short duration of the attack; and the fact that the Germans clearly have the burden of attack; I think a +2 initiative edge rather than +1 (to the German side) might have been more appropriate.

The weather conditions mean that foot units move one hex at a time. The US side has 11 (count 'em) M3 units. This is significant long-range DF capability: a major German goal is to shoot up these units as they expose themselves hopefully before US armor takes out the panzers.

The US sets up with a strong blocking force between the two woods that lie to the NW and NE of the hill-top town on the 20-m elevation line (i.e. blocking the direct approach from the north). Dug-in on a hill is significant protection vs. DF. The M16 was put into the crossroads of the town - it is very powerful with DF, but quite vulnerable to any AT fire, that I wanted it protected until a key moment (or, hopefully, when the SS panzers were destroyed or tied up). M4's were set to cover the western approach and just to the NE of Arloncourt. The M18 was held in heavy woods to the NE with a view to a dart-and-dash attack vs. German armor that might have entered one the eastern side of the board. It could also fairly quickly relocate to the west (as it turned out).

The 12th SS sent two infantry attacks - the HMG laden one backed by one Pz-IVH platoon from the NW side of the road; the other from the NE side; the mortars quickly established themselves in the light woods at the board edge a bit farther east (but within their 10-hex range). I put the 2xENG riding on the Pz-V and Pz-IVH (with a leader) for a western hook. Moving only two hexes per turn, it took about 4 turns to get to the road leading into the western side of Arloncourt.

The game seemed to hinge on this: the Pz-IVH supporting the panzergrenadiers was repeatedly missed by the M4 sitting dug-in atop the hill. Rather than counter-firing, the panzer platoon shot up the M3 half-tracks that were supplying some effective DF support vs. approaching German infantry. On the western side, the Pz-IVH with an ENG riding atop, survived four shots from a dug-in M4 and the M18 that had moved over to assist. Once they were exposed (and that was just too good a target), the covering Pz-V pretty much laid waste (even though it missed with one shot).

Those malevolent youth also were fairly effective in clearing out the blocking company of remaining INF (in particular a US roll of '2' on the 9-col assault for first-fire fizzed, allowing a subsequent roll of '6' on the 30-col by the SS troopers to clear that hex in one fell swoop).

As it does, the final phase of urban combat was bloody and slow, but the SS were able to combine their surviving armor with ENG units to mitigate the US defensive advantage.

Another element of chance, but that, perhaps, mimicked the "for real" state of the US defenders is that the US drew no leader with a combat bonus (a few with morale bonuses). On the other hand, the 12th SS were lead by a grizzled Normandy veteran (the 10-1-2 obersturmbannfuhrer) who did receive his share of OBA and mortar fire).

I liked this one, though. Subtle elements without a lot of time to counter mistakes or unfortunate breaks. Perhaps a 4.5 if we rated that way.

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Slip Sliding Away
Author Blackcloud6
Method Solo
Victor United States
Play Date 2024-01-02
Language English
Scenario WiSo025

The malevolent young men of the 12th SS had to attack across frozen and slippery ground to wrest Alroncourt away from the "Super" 6th Armored Division on very cold wintry New Years Day in January 1945. And they had little time to do so, so a direct attack was the only way to go. The infantry., lead by the Panther platoon went directly at the city while the Mk IVs and a Schuetzen Company cleared the US LP/OPs from the woods NW of he town. The US set up with the infantry the town back my the M16 Meat Chopper in the center. On the flanks were halftrack patrols and the Sherman with the Hellcat platoon covering the right flank.

The attack was met by accurate artillery and mortar fire but the SS boys continued on with casualties mounting. As the Pz IVs crested the hill, the Hell killed a step of the panzers and tried a shoot-and-scoot, but due to bad ground conditions couldn't get away. The SS infantry finally got to the town but had a tough time getting a foothold. The Shermans fell back and in face of the Panther threat. This allowed the Panzers to flank the town and gaining two precarious footholds in the center and rear of Arloncourt. Al the US armored infantry was fixed fighting of the SS infantry, a small platoon did try to take out the Panthers but got shot up doing so. The Germans still had a chance on the last turn to turn this around if their assaults would work, but they all failed and the Americans held most of the town for a decisive victory.

A nice quick scenario that is the standard urban assault but with the twist of slow go to get to the town for the Germans because of the icy conditions.

1 Comment
2024-01-02 22:55

This is an excellent AAR! Sadly, while I would like to play this battle, I see that I can't because I would need another 2 games. Darn it!

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Too easy for the US defenders.
Author waynebaumber
Method Solo
Victor United States
Play Date 2014-09-19
Language English
Scenario WiSo025

This small scenario pits two reasonably equal forces, but the SS are on the attack and have to take Arloncourt (the town on board 11 to win). There is also snow and ice which force the Germans into a frontal slog as there is simply not enough time before night falls for any fancy moves. The German armour outclasses the US armour but a canny US commander will hide his tanks and half tracks in the centre of the town, thus forcing the German commander into a catch 22 postion, does he bludgeon his way into the town using just armour or wait for his GREN's to catch up for a more measured assault. The former is to risky and the latter to time consuming. As the German attack slowly moves towards its jump off point accurate US INF/MG and OBDA cause losses and the attack never really gets going. I am loathe to say any scenario can not be won by a particular side but suffice to say if I was the US commander in a FtF game I would be surprised to lose this one. Not recommended.

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