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in
Elsenborn Ridge
Scenario 22: 'St.
Vith: The Fall,' Part 1
By Doug McNair
January 2010
Our Panzer
Grenadier: Elsenborn
Ridge game was the debut
for our map artist, Guy Riessen. Guy’s
work is superb, and has I believe taken our
map graphics here at 119694_avalanche Press to a
whole new level. To share this with everybody, I decided
to run an Elsenborn
Ridge scenario that uses
all four boards that come with the game.
The most intriguing one of those is Scenario
22: "St. Vith: The Fall." Set late on the
seventh day of the German offensive, this
scenario pits a reinforced Volksgrenadier
regiment against a hastily deployed array
of units from U.S. 7th Armored Division.
The German objectives are the towns on the
western two boards, while the American
objective is to hold the towns and destroy
as many German units as possible. Each player
scores 1 victory point per enemy step eliminated
(tanks count double), the American player
scores 2 VPs for each town hex on the western
two boards he controls at the end of play,
and the German player scores 3 VPs for
each town hex on the western two boards under
German control at the end of play. German Strategy
The Volksgrenadiers have
numbers and firepower on their side, but
not morale. Their morale is 7/6 while that
of the Americans is 8/6. This is a big problem
for any force attempting to capture towns,
since town hexes offer excellent protection
for defenders and will therefore almost always
need to be taken in assault combat. And since
active units performing an assault in a town
hex suffer a -2 column modifier on the Assault
Table, the attacker needs to get as many
positive column shifts as possible to compensate.
The +1 column modifier for superior morale
when attacking in assault combat will not
be available to the Germans, so they will
need to let their GREN units take point
and fight their way westward down the roads
to the towns, keeping their ENG and tank
units to the rear so that they’re
all alive and full-strength when it comes
time to assault the towns.
They also won’t have the option of
bypassing American roadblocks to get to the
towns earlier, because a snowstorm is on
the way in and four turns after it starts
snowing the ground will turn muddy. That
will add +1 to each vehicle unit’s
movement point cost to enter each hex, and
the already slow SS Tiger II units which
the Germans get as reinforcements early in
the game will only be able to move two hexes
per turn on the road and just one hex per
turn off-road. At that rate, there’s
no way they’ll get to the western towns
off-road in time to help with an assault,
and without the support of their most powerful
tanks the Volksgrenadiers have little chance
of taking the towns.
So, the Germans will have no choice but
to clear one of the roads, letting their
infantry work their way westward behind powerful
barrages from German offboard and on-board
artillery with the King Tigers following
behind. If they can get all their tanks to
the towns along with their ENG units, the
Germans will get the +1 column modifier for
ENG units assaulting in a town, the +1 column
modifier for combined tank-and-infantry assault,
and the +1 column shift from having leaders
in an assault (the Germans are never short
of leaders). That plus their superior numbers
and firepower from the Tiger IIs should let
them to take the towns and win the game.
American Strategy
The Americans are outnumbered and their
tank armor is laughable compared to the nightmarish
11-9 AT values of the SS Tiger II tanks.
Nevertheless, they’ve got to mount
an aggressive defense rather than just dig
in around the western towns and let the Germans
come to them. This is because the Germans
have good mortar and offboard artillery support
plus two of the awesome Nebelwerfer rocket
artillery batteries, and the American leaders
available in Elsenborn Ridge are relatively
green and do not tend to give morale bonuses.
If the Americans just let the Germans advance
on the towns, the German leaders (who are
superb) will form huge fire teams of GREN,
HMG and Tiger II units to blast the Americans
at short range while M4 Sherman tank shells
bounce harmlessly off the King Tigers’ armor
of 8. The Americans won’t last against
that kind of punishment for the 30-turn duration
of the scenario; even with protection from
town terrain they’ll break and run.
Instead, the Americans need to deploy dug-in
defenders as far eastward as possible and
fight to hold the roads against the Germans.
This is because the incoming snowstorm will
greatly slow the movement of the crucial
SS Tiger II tanks, so if the Americans can
hold the roads it’s doubtful the King
Tigers will be able to off-road it around
the Americans and get to the western towns
in time to do the Volksgrenadiers any good
in a town assault.

With that, here begins a turn-by-turn replay
of the scenario:
Turn One: 1500 Hours
The German player starts the turn by rolling
one die to see if the SS Tiger II tanks arrive
at the same time as the Volksgrenadiers.
He rolls a 2 so they don’t (he needs
a 6). He then rolls two dice to see if the
snowstorm starts, and the roll of 6 means
it doesn’t (a roll of 11 or more starts
the snowstorm).
German initiative begins the scenario at
3 while American initiative starts at 1 (the
Germans have been attacking for days while
7th Armored has been throwing defenders in
as they arrive, with few if any orders as
to what to do once they get to the front).
The Germans beat the Americans by one activation
and start by sending a reinforced battalion
of Volksgrenadiers down the southern road
to capture the easternmost town and put the
Nebelwerfer rocket artillery there. The American
roadblock directly across from the German
advance hits the Volksgrenadiers on-point
with opportunity fire but is ineffective.

The Americans pass to see what happens next,
and then the Germans send another reinforced
battalion down the northern road.

The Americans pass again, and the Germans
send their last GREN battalion plus the ENG
company in on the north flank of the just-entered
battalion.

This has the effect of keeping the northern
battalion hidden from American spotters while
putting its northernmost units in a position
to assault the American north flank in just
a few turns. American offboard artillery
hits the lead units of the southernmost Volksgrenadier
battalion and rolls a 2 for a 2X result that
obliterates a GREN unit (2 American VPs),
and disrupts the GREN unit and Captain which
were in the same hex with it. German offboard
artillery replies by hitting the American
roadblock nearest the southern battalion,
but the Americans all pass the M1 morale
check. The Lieutenant commanding the southernmost
American roadblock then sends his Sergeant
forward with an INF and an I&R unit to
the southernmost town to deny it to the Germans.

The Germans have activated all their units
and have shot all their offboard artillery,
so they pass, and the Americans send two
M4 Sherman tank units forward from the northwestern
town to provide fire support against the
Volksgrenadiers. Everyone else remains in
place, and since the Germans are outside
American mortar range the turn ends.

Turn Two: 1515 Hours
The German player rolls
a 3 and the Tiger IIs still don’t arrive,
and then rolls a 7 meaning the snowstorm
doesn’t
arrive either. Initiative levels stay the
same and the Germans beat the Americans
by one activation, and the southern battalion
activates and sends two platoons toward
the southeastern town before the Americans
can form a defensive line there.
Meanwhile the Nebelwerfers unlimber, HMGs
fire at the Americans and the Volksgrenadiers
plus a StugIIIG advance on the American roadblock.
The HMGs roll a 12 for an M2 result that
disrupts the American HMG at the roadblock,
but the disrupted GREN unit fails to recover
(its captain does). The roadblock units fire
at advancing GRENs and demoralize one of
them. Only one of the two GREN units rushing
the southeastern town makes it, with the
other being disrupted by opportunity fire
from the speedy I&R unit that made it
to the eastern edge of the town last turn.

American mortars perched on the highest
hill on the southeastern board self-spot
against the Volksgrenadiers closest to the
southeastern roadblock, but the Germans pass
the M1 morale check. Then a German Lieutenant
at the south end of the northern battalions
activates and moves forward with a GREN unit
to a spotting position against two of the
northern American roadblocks. The closer
roadblock hits him with opportunity fire
but he and his GREN unit pass the M1 morale
check. The other two American mortar platoons
then self-spot against him but he and his
GREN pass the morale check, and then he calls
all the German offboard artillery onto the
nearer roadblock. The M1 result demoralizes
an American INF there.
The Americans send an M4 Sherman tank platoon
into the southeastern town to support the
American infantry contesting it and to gain
a firing position on the StugIIIG unit in
the field to the northeast (should it fire
and expose itself). The German battalion
advancing down the northern road then activates,
unlimbering all four mortar units and sending
GREN units forward. Opportunity fire from
the roadblocks is ineffective.

The American Sergeant activates and sends
his INF unit up to a blocking position in
front of the Volksgrenadiers invading the
southeastern town.

The northernmost Volksgrenadier battalion
plus the ENG company then activate and move
west.

The Lieutenant and his two INF units at
the roadblock at the center of the American
line then rush eastward to a spotting position
against a Nebelwerfer battery in the easternmost
town.

The Germans have activated all their units
and used their OBA and pass, and the Americans
move an M4 Sherman platoon southeast to take
the place of the INF units that rushed forward
to spot the Nebelwerfers. All other units
stay in place and the turn ends.

Turn Three: 1530 Hours
The Germans roll a 6 and the Tiger IIs arrive.
They then roll a 9 and the snowstorm does
not arrive. The Germans win initiative by
one activation, and a Captain with the southern
battalion activates himself and a chain of
units through a Lieutenant and a Sergeant.
Among them are the Nebelwerfers, which both
fire at the Lieutenant and his INF platoons
rushing their position. The Americans pass
two successive morale checks, so GRENs move
northward into the town to protect the Nebelwerfers
thus weakening the German attack on the southern
American roadblock. A demoralized GREN recovers
while another fires at the roadblock and
a third advances westward. The firing GREN
rolls very well and disrupts the Lieutenant
at the roadblock while demoralizing the INF
unit there. Fire from the remaining, disrupted
HMG at the roadblock is ineffective.

Offboard artillery from both sides is ineffective,
as are American mortars. But German mortars
roll a 12 and demoralize the good-order INF
unit at the roadblock near the northern battalions
and cause a compound demoralization on the
other one to inflict a step loss (1 German
VP). More American mortar fire is ineffective,
and then the Volksgrenadier battalion on
the northern road rushes the roadblocks.
All units at the southernmost of those roadblocks
are demoralized and can do nothing as the
GREN units move into assault positions on
them, and opportunity fire from the roadblock
at the crossroads to the north only manages
to demoralize an incoming Lieutenant. The
Americans at the demoralized roadblock must
try to recover morale now lest a Fog of War
roll cut the turn short and leave them demoralized
for next turn’s assault. The full-strength
INF does recover while the reduced one does
not and flees westward.

A Tiger II unit then enters on the southern
road and moves to a firing position on the
M4 Shermans in the southeastern town, or
on the roadblock if the Shermans turn tail
and run. They do, moving one hex south to
join the INF unit blocking the Volksgrenadiers.

Then the remaining company of Tiger IIs
enter the northern road, moving up to take
a bead on the other platoon of Shermans or
on the INF units threatening the Nebelwerfers.
That sends the INF units running away from
the King Tigers and toward the Nebelwerfers,
but the GREN unit guarding them rolls well
on opportunity fire and disrupts one of them.

Then the northern Volksgrenadier battalion
activates and moves west toward the northernmost
roadblock, and opportunity fire from the
roadblock disrupts one GREN.

The Americans in the southeastern town then
fire point-blank on the Volksgrenadiers there
but the Germans pass the morale check. The
Germans return fire while pulling their disrupted
GREN into the town, but the fire is ineffective.
The Americans then pull their M4 Sherman
unit off the front line (where it would be
vaporized by King Tigers next turn had it
stayed) and up through the roadblocks toward
what they hope will be a crossfire position
against the German tanks later.
German mortar fire is ineffective, and then
the Americans move their M18 and M36 tank
destroyers forward in hopes of working with
the Shermans to set up crossfire attacks
on the Tiger IIs. German HMG fire is ineffective,
and the turn ends on redeployments and failed
recoveries, with the demoralized American
INF unit at the southern roadblock fleeing
west.
 Turn Four: 1545 Hours
The German player rolls a 6 and the snowstorm
still doesn’t arrive (each weather
dieroll will get a +1 modifier starting next
turn). The Germans win initiative by one
activation, and the middle battalion activates
and assaults the two roadblocks directly
in front of it while sending units past the
roadblocks to cut the road behind it and
prevent aid from arriving.
Both roadblocks are dug in and the Americans
there get First Fire, and the American HMG
and INF at the crossroads roll a 5 on the
18 column to kill a GREN step (1 American
VP) and demoralize the other GREN unit. The
reduced GREN passes the morale check but
does no damage. The assault on the other
roadblock (two hexes to the southeast) is
much stronger and one of the two American
units at the roadblock has already fled,
but the remaining disrupted HMGs fire very
well on defense and demoralize a GREN unit
and disrupt another (the Volksgrenadiers
once again do no damage in return).

The Americans then pull back their northern
flank, abandoning the roadblock there to
keep their units from being cut off when
the northern Volksgrenadier battalion activates.

The units guarding the Nebelwerfers in the
southeastern town then blast the American
infantry threatening them. Luckily for the
Americans the German point-blank fire only
rolls a 7, but the already disrupted American
INF unit there becomes demoralized. The Nebelwerfers
then fire at the Americans, disrupting the
Lieutenant leading them and demoralizing
the other American INF.

American mortars self-spot against the Major
coordinating the assaults on the roadblocks,
but the fire is ineffective. Then the other
Nebelwerfer battery self-spots against the
southern American roadblock and demoralizes
the HMG unit there, while a GREN unit advances
out of the town to an assault position on
the demoralized American INF that charged
the Nebelwerfers.
American offboard artillery once again hits
the Major coordinating the roadblock assaults,
disrupting a GREN unit with him. The northern
Volksgrenadier battalion then activates and
moves up to an assault position on the American
units that withdrew from the northern roadblock.

American mortars self-spot on a three-high
stack of units near the demoralized southern
roadblock but are ineffective, and then those
units advance to an assault position on the
roadblock. The Americans in the southeastern
town then assault the Volksgrenadiers there
so that the Shermans can pull back to a crossfire
position on the King Tigers later. The assault
goes in on the 9 column vs. the 13 column,
and the Americans do superbly, rolling a
6 to do one step loss to a GREN unit (1 American
VP), demoralizing both GRENs there and killing
their Lieutenant! The Germans do no damage
in return.
German offboard artillery then hits the
retreating Americans at the north end of
the line, rolling a 12 for an X result that
kills an American INF step (1 German VP),
demoralizes the other step of that unit plus
the American Lieutenant there and disrupts
the other INF in the hex. The Americans respond
by having their roadblock at the crossroads
counterassault and kill two GREN steps (2
American VPs), while fire from the the battered
Volksgrenadiers there actually manages to
disrupt the Lieutenant commanding the roadblock.
German mortars are ineffective, and the
Shermans in the southeastern town pull back
to a hill from which they’ll have a
shot at the King Tigers. Units of the southern
Volksgrenadier battalion advance and recover,
and the speedy M18 Hellcat tank destroyer
unit works its way northward overland, toward
a crossfire position on the King Tiger unit
with the southern Volksgrenadier battalion.
The turn then ends on a Fog of War roll after
many successful and failed recoveries plus
some ineffective bombardment fire.

At the end of the first hour of battle the
American roadblocks have inflicted much damage
on the Volksgrenadiers, and with all town
hexes on the western boards under American
control the score stands at America 30, Germany
2.
German mortar fire has weakened the American
north flank and the American infantry there
is in danger of being overwhelmed by the
northernmost Volksgrenadier battalion. But
the roadblock at the northern crossroads
is holding firm, and that plus the continued
resilience of the forward roadblock on the
southern road means that the main American
tactic of keeping the King Tigers bottled
up on the eastern roads is working so far.
But the roadblocks won’t hold out
for long, so the U.S. really needs a good-weather
prayer right now to get the snow to arrive
and slow the King Tigers while they’re
still far away from the western towns. Will
it happen? Tune in next time and find out! This piece originally appeared in July
2008.
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