| Tactics
in 'Battle of the Bulge'
Scenario #28:
Marvie
By Doug McNair
July 2006
For my second tactics article on Battle
of the Bulge, I want to give the Germans
another chance against the Americans, but
with a stiffer challenge than 2nd Panzer's
armored column had when it hit the 110th Infantry
at Clerf. The second attack on the town of
Marvie by 901st Panzer Grenadier on December
23, 1944, presents just such an opportunity.
The Americans had rebuffed Oberst Paul von
Hauser's first attack on the 19th and had
brought in reinforcements while the Germans
were regrouping. With the American advantages
in numbers and defensible terrain, the Germans
would be hard pressed to force them out of
the town. The Germans would likely have to
settle for inflicting as much damage as possible,
in the hope that the Americans would deem
themselves too weak to hold Marvie and would
withdraw toward Bastogne.
Tactical Situation
The scenario is played on boards 10 and
11 set up in a square, with Board 11 placed
horizontally to the north of Board 10. Board
11 faces toward the east while Board 10 faces
toward the west.
The Americans can set up anywhere within
a diagonal swath that runs southwest to northeast
across Board 11, while the Germans set up
within five hexes of the easternmost road
hex on Board 10.
Marvie sits in the clear, so all forest,
hill and field symbols on both boards are
ignored.
The scenario starts at 1700 hours and runs
for 18 turns. It is won on victory points,
with each side scoring points for eliminating
enemy steps during the game and for holding
town hexes on Boards 10 and 11 at game end.
American Tactics
The
Americans have numerical superiority in both
infantry and tanks. One approach would be
to set up all their units in the town of Marvie
and let the Germans come to them, hoping the
German assaults will break on the town defenses.
But the fact that night is falling and visibility
drops to one hex halfway through the scenario
means that this strategy would rob the Americans
of their armor advantage. The Germans could
simply wait for night to fall, then let their
infantry rush in while leaving their three
panzer units back in the dark where the American
tanks can't spot them. German infantry assaults
could then pin the American tanks down, letting
the panzers move in at their leisure and shoot
into the assault hexes from point-blank range,
destroying the American armor in short order.
The Americans need to lure the Germans in
for an attack before night falls, deploying
their infantry in an extended perimeter outside
the town, with at least one flank hanging
temptingly outside the range of American anti-tank
firepower. This will hopefully bring on a
German assault, to which the Americans can
react by either falling back toward the town
or bringing the tanks out of town for fire
support. Either way, the three German panzer
platoons will have to expose themselves to
American tank fire if they wish to support
the German advance.
German Tactics
The Germans have a potent force with a lot
of firepower, but their numerical disadvantage
in armored units requires them to not act
too aggressively. Of greatest concern is the
American M18 tank destroyer platoon, which
beats German armor strength handily and almost
matches the panzers in range as well. The
M18 and the M4 Shermans can sit concealed
in town hexes behind the American infantry
perimeter and wait for the panzers to get
in range. They can then use their armor efficiency
(which lets them fire twice per turn) to hit
the panzers numerous times and probably score
a few kills before the panzers can react.
The complete lack of blocking terrain between
the towns on the two boards makes the panzers'
situation doubly perilous.
The panzers will have to set up outside
M18 range and stay there until the American
tanks open fire on the German infantry and
APCs hitting the American perimeter. Once
the American tanks have fired and revealed
their positions, the panzers will need to
make every shot count, hoping thin American
armor won't stand up to panzer fire even at
long range in town cover. They will also need
to stay behind a German infantry screen to
protect them and the town on Board 10 should
the American infantry charge south from Marvie.
As
far as the German infantry itself is concerned,
it should hit both flanks of the American
perimeter. The APCs should run a long dogleg
outside American tank range to transport the
German heavy machinegun platoons to the exposed
western flank. At the same time, the bulk
of the panzer grenadiers should keep the east
flank and center busy, so the panzers can
wait to see which flank breaks, then rush
in to support a German infantry assault.
Game Summary
Here's what happened in a recent game.
Turn 1 — 1700 Hours
Both sides start the scenario with an initiative
of 3. The Americans win initiative by one
activation and have their offboard artillery
hit the forward panzer grenadier platoons
near the eastern American flank. It hits the
hex with the major commanding the German force,
who rolls a 12 on his morale check and becomes
demoralized. But the two HMG units with him
make morale easily.
German offboard artillery responds and rolls
a 12 on the 42 column, scoring a 2X and eliminating
one American infantry platoon screening the
M18 tank destroyers in the hamlet east of
Marvie (2 VPs for the Germans). The lieutenant
with the eliminated INF platoon is demoralized,
but the other INF platoon in the hex holds
morale.
Bombardment
fire from both sides is ineffective. Then
a German lieutenant with a +2 combat bonus
combines the fire of GRENs and HMGs in three
hexes to hit the eastern American flank. The
demoralized American lieutenant outside the
hamlet is again demoralized and deserts, and
the INF unit he was with follows his example
and becomes demoralized too.
The American perimeter starts digging in,
and the Germans near the road on Board 10
start moving west. Then more panzer grenadiers
move into firing range on the east American
flank, and American opportunity fire from
there demoralizes one GREN platoon. The demoralized
INF platoon flees, and the sergeant who was
backing up the deserted lieutenant and his
dead-and-fled INF moves up his own two INF
platoons to take their place in front of the
hamlet.
More GREN platoons move up to attack the
east American flank, and the American M3 halftracks,
M8 armored cars and M5 light tanks in the
hamlet decide that's too many Germans. With
the panzers far away and behind the town on
board 10, the American light armor opens up
with opportunity fire, eliminating one GREN
step (1 VP for the Americans). The other step
holds morale due to the +2 morale bonus of
their sergeant.
The light armor in the hamlet is now spotted,
so they'll have to do as much damage as possible
next turn before running for Marvie to escape
long-range fire from the panzers.
The German major recovers to disrupted status,
and then both sides pass and the turn ends.
The VP score is Germany 2, America 1.
1715 Hours
The Germans win initiative, and the brilliant
lieutenant once again combines three stacks
of GRENs and HMGs and rolls a 2 on the 22
column, scoring a 2X result and eliminating
another American INF unit in front of the
hamlet (2 VPs for the Germans), demoralizing
the other INF there and disrupting the sergeant
who brought them in (this hamlet is quickly
getting an unlucky reputation).
American offboard artillery hits the brilliant
lieutenant's hex, rolling a 3 on the 30 column
and scoring an X result. One more GREN step
is eliminated (1VP for the Americans), the
other is demoralized, and the lieutenant is
disrupted (meaning he can't form more fire
teams until he recovers).
German offboard artillery is ineffective,
and then the American center decides to take
the pressure off their crumbling eastern flank
by rushing south to contest control of the
town on Board 10. The Shermans in Marvie dash
southwest to a firing position two hexes northwest
of the town on Board 10, thus keeping the
town between them and the panzers (who will
have to expose themselves when they advance)
while blocking the advance of the APCs carrying
the German west-flank assault units.
The Germans halt the APC advance but send
their half-strength GRENs in to occupy the
town. Two American INF units and a captain
from the center rush southward on the road,
and opportunity fire from the two full-strength
GRENs screening the town disrupts one of the
INF units.
More half-strength Germans and the three
German mortars move into town, and fire from
the hamlet is ineffective (the M18 joining
in notwithstanding). The sergeant in front
of the hamlet recovers morale but his INF
platoon flees, and then the panzers do something
the Americans didn't expect. They move away
from Marvie, heading south/southwest from
the town on Board 10 so that they just have
a bead on the Shermans to the northwest of
town, but from outside the Shermans' AT fire
range.
The
American lieutenant colonel commanding the
center of the line combines the fire of his
two HMGs with two M3 halftracks in Marvie,
scoring an X result on the panzer grenadiers
attacking the east American flank. The already-demoralized
GREN takes a step loss (1 VP for the Americans)
and the captain with it is disrupted.
Then the remaining German offboard artillery
rolls a 2 on the 21 column, scoring an X result
on the extreme east American flank and doing
one step loss to an INF unit (1 VP for the
Germans). The lieutenant and the uninjured
INF in the hex are disrupted, and the INF
that took a step loss is demoralized.
Remaining American offboard artillery is
ineffective, and the Germans advance to an
assault position on the extreme eastern American
flank with a lieutenant, a full-strength GREN
platoon and a half-strength GREN. Opportunity
fire from the only undemoralized INF unit
there demoralizes the half-strength GREN and
disrupts the other one, so there will be no
German assault next turn.
The turn ends on a Fog of War roll after
some recoveries (including the German major),
some failed recoveries (including a GREN which
flees from the east flank attack), and the
extreme west flank of the American line finishing
digging in.
The score is now Germany 5, America 3.
1730 Hours
The faked-out American tankers pray very
hard that they'll get the initiative so they
can bug out back to Marvie . . . but not hard
enough. The Germans win by one activation
and the panzers open fire. Two Sherman platoons
take step losses and both are demoralized
(4 VPs for the Germans). The survivors all
pull back to Marvie, some fleeing and others
retreating in good order.
German offboard artillery disrupts all the
INF that charged south from Marvie to contest
the town on Board 10, but then American fire
from the hamlet scores one step loss on a
GREN (1 VP for the Americans). All Germans
in the hex hold morale, and those units and
their sergeant advance to join the captain
and his disrupted/demoralized units preparing
to assault the east American flank.
The
APCs resume their westward advance now that
the Shermans have fled, and the Germans advance
north from the town on Board 10 to assault
the disrupted INF units in the road, and to
draw fire away from GRENs trying to recover
and join the east flank assault. The Germans
send half-strength units north from the town
first as cannon fodder, and the Americans
demoralize one of them plus a lieutenant,
but do no other damage.
Remaining American offboard artillery demoralizes
a half-strength HMG unit with the major, and
the turn ends on a Fog of War roll after more
recoveries.
The score is now Germany 9, America 4.
1745 Hours
American initiative drops to 2, but the
Americans win initiative by one activation.
It's a tough call in a target-rich environment,
but American offboard artillery ends up hitting
the three-high-stacked hex containing the
only undemoralized German leader ready to
assault the Americans in the road south of
Marvie. The leader is unaffected, but one
of his units is demoralized and the other
disrupted.
Then the assault goes in, with the demoralized
lieutenant outside the assault hex fleeing
south while the demoralized half-strength
GRENs recover. Each side in the assault scores
an M1 result, with the German lieutenant leading
the assault becoming demoralized along with
a half-strength GREN, and one American INF
demoralized as well.
The sergeant leading the disrupted remnants
of the American eastern flank fires point-blank
on the Germans about to assault him, but there's
no effect. The assault only demoralizes an
already-disrupted lieutenant there.
American mortar fire is ineffective, but
German offboard artillery hits the lieutenant
colonel and two HMGs holding the center outside
Marvie, rolling a 3 on the 42 column. It scores
an X result, does one step loss to an HMG
(1 VP for the Germans) and disrupts a full-strength
HMG and the captain with the lieutenant colonel.
The Americans in the road assault are only
marginally successful at recovering morale,
and then German mortar fire from the town
on Board 10 scores an X result on the next
INF stack west of the German east flank assault.
One INF unit takes a step loss (1 VP for the
Germans) and becomes demoralized, and their
captain is disrupted.
The demoralized Shermans that fled to Marvie
both fail to recover morale, and then the
major charges the hamlet with a GREN to draw
the fire of the American light armor there
(and keep them in place for the panzers to
destroy next turn). But the American tankers
are smart and hold their fire until the major
comes into point blank range . . . which he
doesn't do, having a strong inclination to
avoid suicide. Opportunity fire from the just-disrupted
units of the line is ineffective, and the
major stops two hexes away from the hamlet.
Some line units recover morale, and then a
captain moves up to join the German major,
but opportunity fire from the lieutenant colonel's
HMGs disrupts the GREN he's with and stops
him.
Then
the panzers move northeast to just outside
the range of the M18 in the hamlet (which
is spotted, along with all the light armor
there). This leaves the American armor no
choice but to withdraw from the hamlet and
head for Marvie, taking up a position where
they can still get a good line of fire on
the APCs should they start moving northwest
toward the American west flank.
The last undisrupted American unit on what's
left of the east American flank disrupts the
German major's GREN before he can jump into
the assault outside the hamlet, and the turn
ends on more recoveries. The APCs stay outside
the range of the repositioned American armor
in Marvie.
The score is now Germans 11, Americans 4.
1800 Hours
The Americans win initiative by one activation,
and the lieutenant colonel in the American
center pours HMG fire into the straggling
GRENs near the east flank assault while the
spotted M3 halftracks in the southernmost
hex of Marvie pull back to avoid long-range
panzer fire. The HMG fire is ineffective,
and then German offboard artillery rolls a
2 on the 42 column, destroying another full-strength
INF unit on the all-but-gone eastern American
flank (2 VPs for the Germans). The remaining
INF step there is demoralized along with a
lieutenant.
American offboard artillery demoralizes
the two half-strength GREN units next to the
road assault, but not the lieutenant with
them. The lieutenant activates and dives into
the road assault while the two demoralized
GRENs flee, and the demoralized lieutenant
and half-strength GREN in the assault hex
fail to recover and exit the hex. The German
assault rolls a "1" result, killing
one INF step (1 VP for the Germans) and demoralizing
both INF units there. But in return, one attacking
GREN is demoralized and the other disrupted.
The American west-flank units start heading
east to reinforce the thinning center, and
German mortar fire on them is ineffective.
The demoralized Shermans in Marvie still fail
to recover, and then the German assault wipes
out the last INF platoon on the east flank
(2 VPs for the Germans), but two GREN units
are disrupted in return. Both demoralized
American INF in the road assault fail to recover
and exit the hex, but they take no damage
from the German "free shot."
Then, a single PzIVF2 platoon advances to
within four hexes of Marvie, daring the single
undemoralized Sherman platoon there to fire
and reveal its location (the M18 and other
tanks that fled from the hamlet are farther
north inside Marvie and outside LOS). But
the Americans have a cunning plan of their
own and willingly rise to the bait, firing
on the PzIVF2 to draw the fire of the PzIVHs.
But both shots go wide, and the PzIVHs fire
on the Shermans, destroying one step and disrupting
the other (2 VPs for the Germans).
The
Americans launch their cunning plan, charging
out with their incredibly fast M8 armored
car platoon and the M18 tank destroyer platoon,
heading straight for the German APCs. The
M18 uses its special ability to make a half
move and fire once, destroying one SPW 251
halftrack and the HMG platoon it was carrying
(3 VPs for the Americans). The M8 armored
car dashes to within two hexes of the remaining
APCs, putting the town between it and the
panzers. The M18 crew prays that it gets initiative
next turn and can run back to Marvie before
the panzers destroy it.
Now that the Americans have made their move,
the German APCs swarm the M8 armored car,
dropping off HMGs as they pass it by and surrounding
it so it can't escape. American long-range
AT fire from Marvie on the German halftracks
is ineffective, and the turn ends on recoveries.
The score is now Germany 18, America 7.
1815 Hours
German initiative drops by one due to the
bold M18 attack, but American initiative has
now dropped by 2. The Americans just barely
win the initiative roll, and the M18 fires
on the PzIVF platoon near Marvie . . . but
the shot misses! The M18 runs for Marvie,
but opportunity fire from one of the PzIVH
platoons to the southeast destroys it (4 VPs
for the Germans).
The
German APC contingent overwhelms the M8 armored
car platoon, doing one step loss (1 VP for
the Germans) and demoralizing the other step.
Nevertheless, it gives a good account of itself,
disrupting one GREN unit.
But that is all the Americans are likely
to do for the rest of the game. With all American
heavy armor destroyed, demoralized or disrupted,
the panzers can advance on the American center
with little fear while the GRENs push through
the destroyed east flank and the APC contingent
reloads and drives for the retreating west
flank. The Americans will have to retreat
to Marvie, where the Germans can pound them
at will. The Germans are already ahead by
a score of 23 to 7, so even if they just take
the hamlet and keep the Americans bottled
up in Marvie, they'll win at game’s
end with a score of 58 to 43.
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