| Tactics
in Panzer Grenadier: North Wind
Scenario #5:
Purple Heart Lane, Part 1
By Doug McNair
September 2007
Hitler’s last-gasp offensive on the
Western Front meets the initial American counterattack
in Scenario #5 of North
Wind, our new Panzer Grenadier
scenario book supplement. On New Year’s
Eve, 1945, German Army Group G hit the overstretched
and understrength U.S. 7th Army in Alsace,
hoping to destroy it, take the politically
important city of Strasbourg, and cut into
the rear of Patton’s 3rd Army so Hitler’s
stalled Bulge offensive could regain traction.
Much like the initial Bulge offensive, Operation
Nordwind caught the Americans by surprise,
and one of the biggest surprises was a German
crossing of the Rhine far to the south of
the main American deployments, near the town
of Herrlisheim. Even though the Germans making
the crossing were one of the hastily-reconstituted
Volksgrenadier divisions, they brushed-aside
the startled Americans and established a bridgehead
that would allow more powerful German forces
to race into the American rear.
Seventh Army, which had already sent its reserves
north to fight in the Ardennes, quickly rounded
up whatever troops it could find and hurled
them at the bridgehead, hoping to push the
Germans back across the river before more
could stream across. The lucky few sent to
hit the bridgehead consisted of Task Force
Rammer and Task Force Power, inexperienced
battalions from 12th Armored Division whose
training was little better than that of the
Volksgrenadiers. And it was far poorer than
that of the SS Panzergrenadiers which the
Americans claimed to have encountered during
the attack.
Tactical Situation
The scenario begins at 1200 Hours on January 8th, with troops
from 553rd Volksgrenadier Division holding
the bridgehead in anticipation of a German
armored advance across the Rhine.
The German surprise attack threw the American
defenses back in disarray, and resulted in
one American company being cut off behind
German lines, where they have barricaded themselves
in a town hex near the river. Unable to contact
friendly forces, the Lost Company will hold
its position near the river bridges (doing
what it can to stop more German forces from
crossing there) until American forces make
visual contact with it.
A couple more tactical issues: Only the hill
on Board 21 exists — the other elevation
lines are ignored. Also, German engineers
have blown one of the three bridges on the
board to limit the number of points along
the river they have to defend against American
counterattacks. The Americans are unaware
of the blown bridge, and will find out about
it when any American unit moves adjacent to
it.
Victory Conditions
The Germans score victory points for American
combat unit steps eliminated or currently
demoralized at the end of the game, by keeping
control of the unblown bridges, and by keeping
no more than 20 American steps from crossing
to the south side of the river (tank steps
count double, trucks don’t count). The
Americans score victory points for German
combat unit steps eliminated or currently
demoralized at the end of play, for American
combat unit steps that are south of the river
at the end of play, and for retaking bridges.
A side that scores 1 – 14 more VPs than
the enemy scores a Minor Victory, while a
side that scores 15+ more VPs than the enemy
scores a Major Victory.
American Tactics
The Americans don’t have a lot of forces
at their disposal, nor do they have a lot
of time to get to the river before the SS
Panzergrenadiers arrive there. So, they can’t
afford to be subtle. They need to drive straight
down the road and let some of their forces
rack up VPs by hitting the low-morale Volksgrenadier
road guards, while other forces bypass the
Volksgrenadiers and make for the river. Linking
up with the Lost Company is crucial, because
they’re a ready-made foothold on the
south bank of the Rhine in town terrain, which
is ideal for holding against German counterattacks.
The only fly in that ointment is the hill
on Board 21, whose 40-meter summit is high
enough to see over the forest on Board 12
and down into the town where the Lost Company
is.
That means any tank that fires while in the
town can be hit by any German tank or gun
that’s perched on the hilltop. This
will severely limit the number of town hexes
that American tanks can safely enter there,
especially if the Germans manage to get their
Long 88mm AA gun unit onto that hilltop. If
they do, that gun must be a primary target
for what little offboard artillery the Americans
have.
If the Americans can’t establish a viable
bridgehead in the town where the Lost Company
is, they need to send their tanks into forest
cover on the north bank of the river to give
covering fire for their INF and ENG units
trying to cross the river at other points.
The thin armor on M4s can’t stand-up
to AT fire from Panther tanks for more than
a few seconds, so the American tankers cannot
afford to go shot for shot with their German
counterparts. They need to take one or two
shots AFTER the German tanks have fired, then
relocate fast to alternative cover so the
Germans can’t destroy them.
Once the Americans establish a viable bridgehead
anywhere along the Rhine, all American forces
should converge on that spot to get as many
combat unit steps south of the river as possible
and into defensible positions. That will maximize
American VPs at the end of the game and force
the Germans to pull back from their bridgehead
to try and dislodge them from the south bank.
German Tactics
It’s the Germans’ battle to win
or lose — they’ve got superior
numbers and firepower. The two downsides to
their situation are the fact that the Americans
will score lots of VPs by killing weak Volksgrenadier
road guards, plus the fact that there is a
long riverfront to defend against American
crossings. Any American units that get across
the river will have lots of woods and town
terrain nearby to dive into, and once they’re
there they can dig in and use short-range
AT weaponry to negate any advantages which
the Panther tanks give the Germans in assaults.
The Germans need to occupy that terrain first
to deny it to the Americans. That done, any
American tanks that try to advance out in
the open are toast, and since the inexperienced
American infantry have a morale of just 7,
any of them that stay out in the open for
long will fade fast before German artillery
fire.
The Lost Company is just as crucial to German
battle plans as it is to the Americans. A
full company of SS Panzergrenadiers plus a
couple of Panther tank platoons must go after
them immediately and eject them from the town,
so they can’t be the foothold on the
south bank of the Rhine that the Americans
are counting on. That reduces the number of
Waffen SS units that can move to counter any
early American river crossings farther west,
so the Germans definitely need to get their
88mm AA guns plus their heavy 120mm mortars
up onto that hill. From there they’ll
have a clear line of sight up and down most
of the river and to both unblown bridges,
and will be able to combine fire and pound
any American infantry that make it across.
Game Summary
With that, here begins a turn-by-turn replay
of the scenario.
Turn 1: 1200 Hours
The Germans get initiative by one activation,
and one company of Panther tanks plus one
company of SS Panzergrenadiers with two HMG
platoons in support enter the south board
edge and drive up the western road (the GREN
and HMG units are all riding halftracks).
The Americans want to get forces moving toward
the Lost Company as quickly as possible, but
the Volksgrenadiers have set up two of their
three AT guns in positions covering the road
leading to the Lost Company’s position.
So, the American infantry of Task Force Power
can’t ride onto the board in halftracks,
and their tanks will have to move in behind
what little town and woods cover they can
find until those AT guns are taken out. Most
of their infantry enters near the road, staying
outside German opportunity fire range as much
as possible. Unfortunately, one American HMG
unit stays on the road to keep up with the
INF, and that brings it into op-fire range,
where it promptly gets disrupted by fire from
GRENs in the town. The remaining units don’t
make that mistake.
German offboard artillery hits the hex containing
the captain leading the infantry onto the
board, and it demoralizes one of the INF units
with him. Then all armored units of Task Force
Power enter the north edge of Board 19 east
of the road and behind the town where the
AT guns can’t spot them, and drive into
the town behind the two GREN units that fired
at the INF on the road. There’s no chance
of the tanks getting assaulted this turn since
the GRENs already used opportunity fire, and
the Americans have to hope real hard that
the Germans don’t get initiative next
turn so they can annihilate the GRENs before
they can assault the Americans.
Then the SS Panzergrenadier company sent to
deal with the Lost Company enters the south
edge along with its tank support.
And then American offboard artillery rolls
a 12 on the forward Volksgrenadier road guards
on Board 19 and scores an X result, killing
a GREN step (1 American VP) and disrupting
the other GREN unit there, but the reduced
GREN holds morale. The remaining Waffen SS
units enter on the eastern roads and drive
north to join the other units on the eastern
road, and then Task Force Rammer enters the
north edge of Board 17.
With the remaining Volksgrenadier AT gun placed
in a secondary roadblock position (to keep
it from being spotted and destroyed as soon
as American units enter the board), Rammer
is able to ride in on halftracks and make
it to good firing positions in the woods near
the northwesternmost town. The Germans pass
and let the rest of Rammer enter, and it becomes
clear that any Volksgrenadiers that remain
in a forward position in the town will get
annihilated by combined tank and halftrack
fire next turn. So they pull back one hex
into the town, denying the Americans a shot
at them next turn but keeping the way through
the northern town blocked.
The turn then ends on a Fog of War roll before
the disrupted GREN unit in the eastern roadblock
can recover.
Turn 2: 1215 Hours
The Americans win initiative by one activation,
and the lieutenant with the eastern flank
of Task Force Power combines the fire of two
hexes worth of tanks and halftracks point-blank
on the Volksgrenadiers in the northeastern
town. But somehow they only manage to score
an M2 result, which just disrupts one of the
two GREN units there.
Undaunted, three M3 halftrack units pile into
the hex with the GRENs and assault them, for
the sole purpose of tying them down so they
can’t assault the American tanks. Meanwhile,
two M4/76 tank platoons move around them and
into the last unoccupied town hex to get a
bead on the forward roadblock units. The M3s’
assault does zilch to the Germans, who disrupt
two of the M3 units and demoralize the other!
Still, the GRENs can’t assault the tanks
now.
Three tank platoons that fired on the surprisingly
tough Volksgrenadiers in the town are now
spotted and in range of the easternmost German
AT gun, but those tanks aren’t going
anywhere, so the Germans hit the American
infantry on the northeastern road with offboard
artillery before they can move.
Superior German optics gain revenge for the
American strike on the German roadblock last
turn, rolling an 11 for an X result, killing
one step of an already demoralized INF unit
there (1 German VP) but not shaking the morale
of the other unit or the Captain with them.
American offboard artillery responds, and
the Germans think the Americans must have
a German turncoat working their artillery,
because the Americans roll a 3, scoring an
M2 result on the 21 column (it’s lucky
for the Gemans they’re dug in), demoralizing
the Captain at the roadblock and the full-strength
GREN with him, but leaving the reduced-strength
GREN still in good order.
But those few men aren’t going to hold
back Task Force Power for long, so the Panzergrenadiers
and their tank support on the eastern road
activate and charge toward the Lost Company
in the eastern river town. Those units’
81mm mortars follow them into the town while
the 120mm mortars and the 88mm gun stay loaded
on trucks which climb the southeastern hill.
The infantry captain on the northeastern road
orders his lieutenant to take the two good-order
INF platoons forward to hit the roadblock
while he stays behind to rally troops. Fire
from the reduced GREN unit in the roadblock
hex is ineffective, but neither of the units
back north on the road recover. Luckily the
demoralized INF with the captain is not within
any German’s direct fire range, so it
doesn’t have to flee.
Then the Waffen SS units on the western road
move north, with the Panther tanks and Panzergrenadiers
crossing the western bridge (which not blown)
and heading north to help the Volksgrenadiers,
while the HMGs stop at the bridge and unload
to defend (their halftracks remain with them
to provide extra firepower). Task Force Rammer’s
left flank then moves south through the woods
into a flanking fire position on the GRENs
that retreated through the western town, with
INF units staying loaded on APCs so the GRENs
can’t fire at them, but not getting
close enough that the AT guns in the next
town down the road can spot them.
The cut-off Volksgrenadiers in the northeastern
town mount a brilliant counterassault against
the cannon-fodder M3s sent to keep them busy,
rolling a 6 to kill one APC step, demoralizing
the already demoralized one a second time
to kill it too, and demoralizing the third
unit (2 German VPs). The rest of Task Force
Rammer moves into the northwestern town, with
three American ENG platoons moving into assault
positions on the Volksgrenadiers there.
The lieutenant commanding the Volksgrenadiers
combines their fire on the ENG units (killing
them would seriously degrade American river-crossing
ability), but even on the 22 column just one
ENG gets disrupted.
The Americans then get a lucky break, with
the turn ending on a Fog of War roll before
the Germans at the northeastern roadblock
can recover or the AT guns south of there
can fire at the now-spotted tanks in the northeastern
town.
Turn 3: 1230 Hours
The Germans win initiative by one activation,
and the Volksgrenadiers in the northwestern
town pull out before the Americans can annihilate
them in a combined tank-and-infantry assault
with extra bonuses for ENG units in a town.
Tank fire from the woods east of town disrupts
one of the retreating GRENs, but the rest
make it to the second town and the fields
northwest of there OK. The Americans chasing
them southward, and opportunity fire from
the HMG platoon in the second town is ineffective.
The AT gun with the HMG has to hold its fire
even as two ENG units move right up adjacent
to it, because firing at them would allow
a horde of American halftracks to burst out
of the woods just to the northeast, rush the
town and unload two companies of infantry
right next to it.
German offboard artillery hits the ENG units
now adjacent to the town, and that disrupts
one of the ENG units. But unfortunately, that
turncoat in the American artillery corps seems
to have crossed back to German lines incognito,
since friendly fire rains down on the town,
demoralizing the lieutenant there AND THE
AT GUN!
Quicker than you can say “horde of halftracks,”
two full American infantry companies burst
out of the woods riding M3s and rush the town,
with the lead company unloading right next
to the town and another right behind it. An
upgunned M4/76 tank platoon drives past the
town into the fields beside it, ready to blast
any Panthers that come into the town from
the south. The Panthers don’t care,
and they plus the Panzergrenadiers drive into
the town and fan out into the fields around
it, ready to push the Americans back north
where they came from.
The two American INF platoons then assault
the crumbling roadblock on board 19, and the
one remaining good-order reduced GREN gets
first fire and actually rolls a 6 for an M
result on the 1 column! But the Americans
pass the morale check and roll a 6 on the
24 column, wiping-out both GREN units there
with a combination of step losses and compound
demoralizations, and even causing their Captain
to desert (3 American VPs)!
In one mighty charge the roadblock is no more,
and there’s nothing to stop the American
infantry from rushing down the road to hit
the easternmost AT gun next turn. So German
mortars in the central woods (positioned so
that the roadblock is at their extreme range)
hit the victorious Americans, but their roll
of 8 on the 16 column is ineffective.
Then all the tanks in the northeastern town
that can activate at once do so, charging
southeast around the swamps and keeping the
AT guns at long range, hoping to cut behind
them next turn and move across the easternmost
bridge into the town with the Lost Company.
The southernmost AT gun opens fire on the
lead tank platoon, rolling a modified 11 and
killing one step of a fast M5 light tank unit
while disrupting the other (2 German VPs).
That was what American offboard artillery
was waiting for, and it barrages the AT gun’s
hex, demoralizing the gun and the HMG unit
with it! The other AT gun west of the road
fires and misses, and then two platoons of
M4/76s charge north out of the town to the
fork in the road and then all the way south
through the woods and into the hamlet just
north of the river, making visual contact
with the Lost Company!
The Panzergrenadiers swarm toward the Lost
Company before they can advance south through
the town and and make room for Task Force
Power to fill-in behind. Two Panther platoons
and and a GREN platoon move to the hex just
east of the Lost Company that is also within
spotting range of the M4/76s that just made
contact.
The Lost Company’s two INF units fire
point-blank on the advancing GREN unit along
with the Sturmbannf_hrer leading the entire
detatchment, and they disrupt the Sturmbannf_hrer
but not the GREN. More opportunity fire against
more incoming GRENs is ineffective, and they
close in around the Lost Company while SS
mortars unlimber in the south part of town.
American mortar fire on retreating Volksgrenadiers
is ineffective, and the Waffen SS 120mm mortars
and 88mm guns unlimber on the southeastern
hilltop. The M4s of the Lost Company then
blast a Waffen SS StugIIIG unit that moved
adjacent to them, killing one tank step and
demoralizing the other (2 American VPs)! That
leaves a weak spot in the center of the German
town line which the now mobile Lost Company
might be able to exploit next turn. The German
20mm AA guns unlimber on the road southwest
of town, and the turn ends on a Fog of War
roll after the American units near the northeast
board edge recover morale, with the demoralized
INF unit rolling a 2 and recovering all the
way to good order immediately.
Turn 4: 1245 Hours
The annihilation of the northeastern roadblock
plus the Lost Company’s destruction
of the Stugs drops German Initiative from
3 to 2, while American initiative just barely
hangs on at 2. But the Germans win initiative
by one activation anyway, and they blast away
at the Lost Company and the M4/76s coming
to their rescue. One platoon of Panthers sends
three steps of M4/76s sky-high and demoralizes
the fourth (6 German VPs), and the remaining
Panther wipes out the Lost Company’s
M4 Shermans (4 German VPs).
Then two companies of SS Panzergrenadiers
assault the Lost Company’s remaining
two INF units while the demoralized Stugs
fail to recover (they don’t have to
flee because there aren’t any American
tanks left that can shoot at them). The Lost
Company INF units get first fire because they’re
entrenched, but the Germans all pass the morale
check. However, the German assault only disrupts
one American INF unit, so at least the foothold
on the south bank is still there.
The Americans then press the advantage where
they have it — the northwestern town.
A lieutenant takes two American INF units
and an ENG into the town with three M3 halftrack
units, while more infantry and HMGs unload
from halftracks farther to the rear. The American
assault goes in on the 30 column and rolls
a 6, wiping out a GREN unit, killing an HMG
step and demoralizing the other step, again
demoralizing the AT gun there and thus destroying
it too, and finally killing the demoralized
German lieutenant who was in charge of the
town (4 American VPs)!
But the GREN and HMG mount an impressive last-ditch
defense, rolling an 5 on the 13 column to
kill a halftrack (1 German VP) and disrupt
all three American infantry-type units in
the hex (the remaining halftracks and the
Lieutenant are allright). Even so, there are
still too many Americans in the assault hex
for the Panzergrenadiers to counterassault,
so they hold the line just to the south while
the Panthers destroy the platoon of M4/76s
east of the town plus the two remaining halftracks
in the assault hex (6 German VPs).
American infantry then charge down the eastern
road and up to the demoralized secondary roadblock,
and the AT gun west of the road lets them
go by in favor of shooting at the American
tanks bypassing it farther to the east. It
hits an M4, killing one step and demoralizing
the other (2 German VPs), but that allows
a halftrack near the north board edge to load
an HMG platoon and drive down the road past
both guns, unloading the HMG platoon just
north of the hamlet where the M4/76s got laid
to waste this turn.
Volksgrenadiers in the fields west of the
northwestern town fire point-blank at American
infantry near the road, demoralizing an American
captain and an INF unit with him while an
SS Panzergrenadier platoon unloads from a
halftrack in the fields.
Then the American tanks near the east board
edge move south to the woods, and German offboard
artillery hits the American infantry that
moved up to the demoralized roadblock units
north of the town. The M2 result disrupts
the lieutenant leading the infantry and demoralizes
one of the INFs, but then The Traitor takes
over American offboard artillery again and
rolls a 12 against the Volksgrenadiers holding
the fields west of the northwestern town.
The X result kills a GREN step (1 American
VP) but does not demoralize that unit or the
other GREN.
German mortar fire is ineffective as is American
tank fire on the Volksgrenadiers in the field,
and the Volksgrenadiers who got pinned down
in the northeastern town finally wipe out
the last halftrack there (1 German VP).
Mortar fire from both sides is ineffective,
and then American tanks and halftracks start
trying to bypass the northwestern town to
force the SS to withdraw toward the bridge.
The Waffen SS 120mm mortar on the hilltop
then opens fire on the American infantry by
the demoralized German roadblock, again demoralizing
the demoralized INF unit there and killing
an American INF step (1 German VP), and Friendly
Fire just barely misses hurting the roadblock
units.
The roadblock units themselves both recover
morale, and the Americans are finally able
to do something to the Volksgrenadiers in
the field west of the northwestern town, disrupting
their leader with point-blank fire along with
the full-strength GREN there. But the captain
and INF which the Volksgrenadiers demoralized
fail to recover and flee north. The lone,
demoralized German HMG in the assault hex
in the town fails to recover and flees the
hex, and the Free Shot which the Americans
get kills it (1 American VP). That empties
the hex of all German units, so the Panthers
next door fire into the hex but do no damage.
The last step of the M4/76s that made contact
with the Lost Company recovers morale, and
the turn ends on recoveries, including the
disrupted INF unit of the Lost Company, which
keeps holding the line in the town.
After an extremely bloody first hour of
battle, the score is Americans 12, Germans
26. As expected, the Volksgrenadiers have
taken a beating, but also as expected, the
Panther tanks have wreaked havoc on American
vehicles. Task force Power has made contact
with the Lost Company, which is doing a good
job of hanging onto the town hex on the south
bank of the river.
But the Panther tanks there have already wiped
out Powers’ most powerful tanks, and
the remaining tanks will have a hard time
doing anything to the Panthers as long as
they’ve got town terrain for cover.
Only Power’s infantry (with its short-range
AT weapons) has a decent shot at hurting the
Panthers, but said infantry is having a hard
time making it southward due to constant battering
from German artillery.
On the other end of the board, Task Force
Rammer is finding it much slower going, but
they have blown through one town and penetrated
a second, and if they can get the initiative
next turn their infantry will be able to assault
the Panther tanks sent to stop them. Doing
that will give the American tanks a shot at
bypassing the Panthers and hitting the bridge
on Board 20. Can they do it? Tune
in next time and find out!
Operation
Nordwind is yours to attempt in
Panzer Grenadier: North Wind, available now!
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