| Tactics
in Panzer Grenadier: North Wind
Scenario #5:
Purple Heart Lane, Part 2
By Doug McNair
September 2007
12th Armored Division’s already bloody
effort to crush the German Rhine bridgehead
at Herrlisheim gets a lot bloodier in Episode
2 of my North
Wind
Scenario #5 replay. As the first hour
of battle ended, the inexperienced American
battalions hastily dispatched to the Rhine
had easily rolled over the Volksgrenadiers
guarding the roads north of the river, but
got hit by a bus when tanks and troops of
10th SS Panzer Division rushed up to meet
their advance. Fire from the Panther tanks
has been devastating, wiping out more than
a company’s worth of American tanks
in just 15 minutes.
The Americans need to circumvent or force
their way past the SS units, take a bridge
and quickly get into cover on the south bank.
The American tanks are no match for the Panthers,
so they’ll have to take a secondary
role to the American infantry, which is still
in relatively good shape and can use its superior
numbers and close-range anti-tank weaponry
to deal with the Panthers and clear the way
south to the river.
The battle continues.
Turn 5 — 1300 Hours
Due to last turn’s horrific tank losses,
American initiative drops to zero, but the
high casualties suffered by the Volksgrenadiers
also drops German initiative to 1. Unfortunately,
the Germans roll a modified 7 while the Americans
get a 2, and the Germans win initiative by
two activations, which they use to counterattack
the Americans in both towns. First, the Germans
send a third SS GREN unit into the hex with
the Lost Company, leaving their Panther tanks
out of the assault for now to deter the American
tank column coming in from the northeast.
The Americans get first fire since they’re
entrenched, but they roll a 1 and do no damage.
The Germans roll a 3 on the 18 column and
score an M2 result, but the Americans all
hold morale! Then a platoon of Panthers in
the southern hex of the northwestern town
obliterates two M3 halftrack units (2 German
VPs), while fire from the other Panther platoon
and a GREN platoon is ineffective against
the Americans in the adjacent town hex.
The American infantry in the northwestern
town take time to recover morale while more
INF move into the fields east of town to engage
the Germans there. Opportunity fire from SS
Panzergrenadiers plus halftracks in the fields
disrupts one American INF unit, and then a
lieutenant and a good-order INF unit assault
the Volksgrenadiers in the fields northwest
of town, demoralizing the German leader there
along with a reduced-strength GREN.
The SS units west of town are now in an exposed
position. If they counterassault the Americans
in the northern town hex, they can’t
bring their tanks with them because there
are three Wreck counters in the hex due to
all the halftracks that the Panthers destroyed
there. So, the American infantry in town effectively
has a blockade of flaming debris to hide behind.
The SS units can fire point-blank into the
northern town hex, but if they don’t
shake the morale of the Americans there and
if the Americans get initiative next turn,
all the SS units in and around the town could
get assaulted by American infantry and tanks.
There’s no point in holding the field
now that the Volksgrenadiers at the north
end of it are all but gone, so the SS Panzergrenadiers
and their halftrack and leader pull back to
the road to guard the German retreat route
out of town, and the Panthers pull back to
the field hex just west of the road to keep
the American tanks and halftracks to the west
at bay.
American offboard artillery hits the Volksgrenadier
roadblock north of the Lost Company’s
position before the disrupted AT gun there
can try shooting at the American tanks to
the east (even disrupted it can still hurt
light tanks). The AT gun holds morale, but
the disrupted HMG unit with it fails and becomes
demoralized. That clears the way for an American
assault next segment, so German offboard artillery
hits the Americans before they can do that,
and the roll of 3 scores an X result that
wipes out the already demoralized INF unit
there and also demoralizes the lieutenant
and the full-strength INF there (1 German
VP). There will be no assault on the roadblock
this turn.
The Americans then pull the disrupted M4/76
step out of the hamlet north of the river
so it doesn’t don’t get obliterated
by the Panthers two hexes to the south, and
then the disrupted AT gun at the roadblock
tries but fails to hit the M4/76s, while the
HMG unit with it recovers from demoralization.
The captain and his reduced INF unit on the
road north of the roadblock then moves southwest
to an assault position on the 50mm AT gun
in the swamps west of the road, but opportunity
fire from the AT gun rolls extremely well,
scoring an M2 result that demoralizes the
reduced INF. But the fact that the 50mm used
up its fire for the turn as op-fire lets the
lieutenant just south of the roadblock to
take his HMG and halftrack north to an assault
position on the roadblock, while still keeping
the hamlet between him and the Panthers. The
Germans fix that by sending a Panther platoon
out of the town south of the river, across
the western bridge and up the track to a point
adjacent to the disrupted M4/76 unit. From
there it will be able to obliterate both the
halftrack and the M4/76 next turn.
This forces the hand of the tank column by
the woods to the east. Two M4 Sherman platoons
move northwest to a firing position on the
Panthers, while the rest of the tanks move
north to deal with the Volksgrenadiers who
are still in the northern town. The Shermans
take opportunity fire through the light woods
from the remaining Panther platoon in the
town to the south, but the Panthers roll terribly
and miss!
German mortar fire is ineffective, and American
tanks move south from the woods to the fields
east of the northwestern town. Fire from the
heavy 120mm German mortars and 88mm guns on
the hilltop disrupts the HMG unit that moved
adjacent to the roadblock hex, and American
tanks and halftracks close in on the Volksgrenadiers
in the fields west of the northwestern town.
The Volksgrenadiers in the neighboring assault
hex try to recover morale while one of them
still isn’t demoralized (it will give
a rearguard to any who flee the hex), and
they’re all successful! American mortar
fire on the disrupted Volksgrenadier unit
right next to the assault hex is ineffective,
but that unit fails to recover morale.
The demoralized American lieutenant and INF
unit north of the roadblock fail to recover
and flee to the swamps, the Volksgrenadiers
in the northern town charge south to take
them on, and the turn ends on recoveries after
the SS mortars in the eastern town demoralize
the HMG unit by the roadblock. The score is
now Americans 12, Germans 29.
Turn 6 — 1315 Hours
Initiative stays the same, and the Americans
win it by one activation. The opportunity
to kill or tie down lots of Germans is simply
too good to pass up, so the Americans defer
firing their Shermans at the Panzers north
of the Lost Company (whose chances aren’t
that good anyway — they only hit on
11s), and instead have two INF units plus
an ENG and a lieutenant assault the Panthers
and Panzergrenadiers in the southern town
hex, while an ENG unit moves into the town
behind them. The Americans will be firing
only on the 18 column while the Germans will
fire on the maximum 30+ column, but there
are many more Americans where the lead company
came from. Unfortunately, the Americans roll
a 1, but the Germans don’t do much better
with a 2. All the Germans except one Panther
unit pass the morale check (the Panther is
disrupted), while the 1 damage result the
Germans scored kills an INF step (1 German
VP) and disrupts all the Americans except
for the undamaged INF unit. Just one of the
three American units is able to fire its short-term
AT weaponry, but it rolls a 3 and doesn’t
come close to hitting a tank. Still, the assault
ties down two Panther platoons and one of
Panzergrenadiers, so that limits German options
in the town.
But that’s not the Germans’ priority.
The Panthers in the eastern town who can spot
the M4 Shermans through the light woods fire
and obliterate 3 Sherman steps and demoralize
the fourth (6 German VPs). The lieutenant
two hexes north of the other Panther unit
wastes time no sending his halftrack unit
in to assault the roadblock (since the halftrack
won’t be there in half a minute anyway)
while trying to rally the demoralized HMG
unit outside the roadblock hex. Unfortunately,
the halftracks roll a 2 and do no damage,
while the Germans roll a 5 on the 13 column
and kill the halftracks (1 German VP). But
the HMGs recover morale. This is of no import
to the other Panther platoon, which promptly
smokes the disrupted M4/76 step next door
as well as the final, demoralized M4 step
(4 German VPs).
With Task Force Power getting smashed by Panthers,
Task Force Rammer needs to get moving, so
in hopes of finishing off the Volksgrenadiers
in the fields west of the northwestern town
they pile one platoon each of M4 Shermans
and M3 halftracks into the assault hex while
two more M3 halftrack platoons assault the
disrupted GREN unit in the hex northwest of
that. The assault on the disrupted GREN is
ineffective, but both sides do well in the
other assault, with the Americans killing
a GREN step and demoralizing both of the other
GREN steps plus the lieutenant with them (1
American VP), while the Germans kill a halftrack
(1 German VP), demoralize an INF and disrupt
the M4 Shermans. The Germans have no leaders
in positions to spot for artillery on the
Americans — the only one who could is
in the assault hex in the town. So he orders
a counterassault on the Americans there, and
the assault on the 30+ column (they get a
+3 bonus for higher morale, a leader, and
combined tanks and infantry) rolls a 5 for
a 2 damage result, wiping out the only good-order
INF unit the Americans have there and demoralizing
the other INF and the ENG unit there as well.
However, the American defense demoralizes
the Hauptsturmfuhrer leading the assault and
disrupts the undisrupted Panther platoon in
the hex, so the German position there is getting
slowly degraded. The American infantry then
swarm into the field east of the town, with
prep fire from a disrupted INF unit demoralizing
the GREN unit holding the east end of the
German line! The two halftracks with the GREN
are unaffected, and opportunity fire from
them against advancing American HMG units
kills an HMG step, disrupts one unit plus
the major and demoralizes the other HMG unit
(1 German VP). But that will be of no use
to the Germans if the American tanks come
through the fields from the northeast and
take up position adjacent to the halftracks
and then blow them away next turn. So, the
Panthers in the field southwest of town move
east and into the hex with the halftracks,
since the American tanks and infantry west
of town are all bogged down in assaults with
Volksgrenadiers. The American tankers in the
field don’t care. This is the only chance
they’ll have for point-blank fire on
Panthers who aren’t in town or woods
cover, and if they abandon the disrupted infantry
in the field, Panthers, Panzergrenadiers and
German halftracks will mow the infantry down
like grass. So two platoons of M4 Shermans
advance next to the Panthers and pray that
they get initiative next turn, while a platoon
of Scott tanks (who can’t penetrate
Panther armor) heads east to attack the German
mortars in the woods.
Back east, the SS Panzergrenadiers assault
the Lost Company again, but the American INF
get First Fire, killing an SS GREN step (1
American VP) and disrupting another GREN.
That drops the German assault down to the
9 column, and it rolls a 2 and does no damage.
Then American offboard artillery hits the
roadblock north of town and demoralizes the
AT gun there. Then the Volksgrenadiers from
the northern town move south to an assault
position on the demoralized American INF units
in the swamp, running a dogleg to stay outside
American tank fire range from the east. The
Americans in the swamp recover morale, but
German offboard artillery fire demoralizes
the INF unit there again. The American tanks
east of the swamp move north to the town,
staying outside of Panther range and hoping
to get a shot at the Volksgrenadiers next
turn before they can assault the swamp.
The German mortars in the central woods pull
back from the Scott tanks getting ready to
fire on them, American mortar fire is ineffective,
and the SS Panzergrenadiers and their halftrack
south of the town move up to an assault position
on the American tanks in the field east of
town. The turn then ends on a Fog of War roll
after a few recoveries. The score is now Americans
14, Germans 43.
Turn 7 — 1330 Hours
The Americans win initiative by one activation,
and the Hail Mary attack of the Shermans on
the Panthers east of town goes off. One shot
out of four hits, and a Panther platoon loses
one step (2 American VPs) and the other gets
disrupted. But a disrupted Panzer unit still
can shoot effectively at Shermans (especially
point-blank), and they destroy an entire Sherman
platoon with one shot (4 German VPs), while
the halftracks with them fire point-blank
on the American HMG units in the field to
the north. They roll an 11 for an M2 result,
and it demoralizes both HMGs. But the demoralized
SS GREN unit with the Panthers fails to recover
and flees. Then the American lieutenant brings
an ENG unit into the town assault hex next
door while trying to rally the other troops
there. The demoralized ENG unit recovers and
stays, but the reduced, demoralized INF fails
and flees to the northern town hex.
The Americans hold the line for now, hoping
for more reinforcements from the north rather
than attacking the Germans while weakened.
But the Germans have none of that and assault
the Americans even though their leader is
demoralized and their Panther units are disrupted.
They still get to attack on the 18 column,
but the Americans get to defend on that column,
too. Both sides roll a 3 for an M2 result,
and the American ENG unit that just recovered
from demoralization gets demoralized again.
But the SS GREN unit gets disrupted and both
Panther units get demoralized, and the demoralized
Hauptsturmfuhrer fails to recover and flees!
There may be hope for Task Force Rammer after
all! But, not to let American hopes get too
high, the GREN and halftrack units in the
field east of town assault the last M4 Sherman
there … but rolls only a 1 for an M
morale check, which disrupts the Sherman unit
but doesn’t kill it.
The Americans then wipe out the two reduced
Volksgrenadier units northwest of the town
and their lieutenant (2 American VPs), but
a demoralized American INF unit in the assault
hex fails to recover and flees. Then the Volksgrenadiers
assault the demoralized American INF unit
in the swamps north of the eastern town. They
hit them on the 30+ column, but they roll
horribly while the Americans roll very well
on their M2 morale check, and nobody takes
any damage. American offboard artillery then
hits the roadblock hex, and finally rolls
well. The roll of 3 scores an X result, which
kills an HMG step and demoralizes the other
step, and does compound demoralization to
the AT gun, wiping it out (2 American VPs).
The Germans then bring in a halftrack unit
to try to finish off the Lost Company, but
once again the Americans mount a brilliant
defense, rolling a 5 on the 18 column for
a 1 damage result that kills the halftracks
before they can add their firepower to the
German attack (1 American VP). It also disrupts
the Ostfuhrer leading the assault but doesn’t
hurt the morale of the three GRENs. But the
GRENs score only an M morale check, and the
Americans pass that easily. The turn then
ends on a Fog of War roll, and the Americans
actually have had a good turn for a change.
The score is now Americans 21, Germans 47.
Turn 8 — 1345 Hours
German initiative drops to zero, and the Americans
win initiative by one activation. It’s
not much of a chance, but it’s the only
one they’ve got, so the one good-order
American ENG unit in the town assaults the
leaderless, almost completely demoralized
Germans there, while the other American ENG
tries to recover. Both sides are at low strength
and both roll badly, so neither side does
any damage, and the ENG unit fails to fire
its AT weponry — but other ENG recovers!
The tank leader with the disrupted Panther
in the adjacent hex then sends two halftrack
units into the assault hex to smack down the
Americans while the Panther recovers. The
Panther does not recover, but the assault
does very well, rolling a 6 for an M2 result
that demoralizes the good-order ENG. But the
other ENG and its leader hang on, and the
M1 result that the Americans score demoralizes
a halftrack, and one of the two demoralized
Panther units fails to recover and flees.
The Shermans in the field east of the town
fail to recover before they get assaulted
again, and the subsequent assault demoralizes
the Shermans.
The demoralized American INF in the swamp
to the east tries to recover morale before
they get assaulted again by the Volksgrenadiers,
but they fail and flee the hex, and the resulting
free shot rolls a 5 on the 30 column and wipes
out the INF, but their leader escapes (2 German
VPs). The Germans know what’s coming
next, so they send a Panther platoon north
on the road to dissuade the American tanks
in the northern town from firing at the Volksgrenadiers
in the swamp. The Americans do it anyway —
they have no other course but retreat —
but the fire is ineffective. The 50mm AT guns
in the swamp west of the road fire at the
lighter tanks but just barely miss, and American
offboard artillery disrupts one of the Volksgrenadiers
in the swamp.
The Germans don’t have any reserves
left to throw at the Lost Company —
the three wrecks in the hex prevent the adjacent
Panzers from going in there, and there aren’t
any other combat units in the town —
so the three GREN platoons go at the Lost
Company again, and American First Fire demoralizes
the only good-order full-strength GREN left
there. The Germans roll a 1 and do no damage.
Somehow, the Lost Company is doing a hell
of a lot better than the rest of 12th Armored
right now. The Americans then demoralize the
last Volksgrenadier platoon northwest of the
western town, while an M4 Sherman unit recovers
to good-order and a demoralized INF unit fails
and flees. German artillery on the hilltop
demoralizes the HMG unit next to the roadblock.
Both sides then go into recovery mode, with
the Americans near the western town hoping
to get enough units into good order so they
can finally push the Germans out of there,
and the Germans hoping to recover units so
they can prevent that. The turn then ends
on a Fog of War roll, and the score is now
Americans 21, Germans 49.
So at the end of the second hour of battle,
the lines haven’t moved much but the
Germans fighting in the western town are weakening.
If the Americans can push them out of the
southern town hex and demoralize the Panthers,
they’ll have an open road to the bridge
on Board 20, and if they make it across the
river their VP deficit will evaporate quickly.
Can they make 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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