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Panzer Grenadier: Roer River Battles
Developer’s Commentary
By Doug McNair
October 2009

Avid Daily Content reader Steve Newton recently pointed out to me that I’d never done a developer’s commentary article on a couple of the recent Panzer Grenadier download supplements. Guilty as charged: I went on vacation just as Roer River Battles was wrapping up and I never got back to it, and I was too busy with other projects to write one on West Wall. So here is the first belated article, on Roer River Battles.

Scenario One
Return to the Donnerberg
16 November 1944

Bad weather had delayed the American offensive for almost a week when the skies finally lifted around noon on the 16th. The Allies immediately called in the largest close air support mission of the war, and American troops followed in the bombers’ wake. The newly arrived 414th Infantry Regiment had the toughest job of the day: recapturing an objective the Americans had won and then lost just two months before: Hill 287, known as the Donnerberg.

Note: This scenario uses a board and pieces from Elsenborn Ridge, boards from Road to Berlin and Battle of the Bulge, and pieces from Cassino '44. Only use leaders from Elsenborn Ridge.

Conclusion

Though 104th Infantry Division had been involved in some skirmishing while under British command, this was their first major action. With their supporting armor also unblooded, it was no surprise that things didn't go well. First Battalion managed to gain all of 400 yards before calling it quits, and 3rd Battalion was thrown back every time it managed to edge forward. Second Battalion bypassed the Donnerberg to the right and continued on almost 1,000 yards before being stopped. Needless to say Eschweiler remained a distant dream.

Developer’s Commentary

This is a sequel to the “On the Donnerberg” scenario from North of Elsenborn, but with larger forces. Given the poor performance of the U.S. 104th Infantry Division, I cut American morale to 7/6 and initiative to 2. I also cut the game to 24 turns and added rules for fading daylight (which gives the Americans a last-minute shot at victory via a night attack).

Scenario Two
Bad Road to Hastenrath
16 November 1944

Second and 3rd Armored Divisions had already deployed England when the rest of the American armored divisions had been reorganized. This was unfortunate, as their "heavy" organization was very unbalanced, and if infantry from another division was not available it left them vulnerable in many tactical situations. With no other infantry available, Combat Command B sent out two task forces, each with a battalion of tanks supported by only one company of infantry.

Note: This scenario uses a board from Battle of the Bulge, a board and pieces from Elsenborn Ridge, and pieces from Cassino '44. Only use leaders from Elsenborn Ridge.

Conclusion

According to ordnance officer Belton Cooper, mines on the road to Hastenrath cost the Americans 15 Shermans and the Wild Buffaloes claimed 13 more. Four Shermans managed to reach the town, but by then they’d been separated from their infantry support. One of the tanks was promptly destroyed, and the Americans called it a day.

Developer’s Commentary

This has to be a quick one due to overwhelming American numbers and firepower. Otherwise, their tanks can just sit back and pound the Germans into submission from long range and then waltz in to take the town. So I cut the game to 12 turns to keep the Americans attacking aggressively down the road.

Scenario Three
Better than Most
16 November 1944

The 9th Infantry Division's 47th Infantry Regiment, temporarily attached to the 1st Infantry Division, was ordered to secure the town of Gressenich, and its men welcomed the opportunity to leave the rain-filled (or more recently snow-filled) foxholes in which they had lived for two months. After the bombers left, the Big Red One moved forward.

Note: This scenario uses boards and pieces from Elsenborn Ridge, and pieces from Cassino ’44. Only use leaders from Elsenborn Ridge.

Conclusion

Five battalions of artillery pounded Gressenich to subdue the defenders while plentiful armor support aided the reinforced Big Red One. Even this might not have been enough if Task Force Lovelady's advance on Mausbach had not distracted the defenders. This allowed the Americans to enter the town where they had to overcome "good troops, better than most (we) had met" according to Lt. Col. James Allgood.Here the Americans have to traverse a board lengthwise to take a town, slogging through mud all the way. I upped German morale a bit to reflect the U.S. Army’s assessment of them, and despite the fact that this is a small-sized scenario I had to keep it at 18 turns due to mud and resulting slower movement rates.

Scenario Four
Tough Time at Wurselen
16 November 1944

The North Carolina National Guard's 119th Infantry Regiment was under-strength because one of its battalions had been detached to provide infantry support for the 2nd Armored Division. With the other two regiments of 30th Infantry Division at full strength and well-rested, it was surprising when the 119th was given the job of securing Wurselen.

Note: This scenario uses boards and pieces from Elsenborn Ridge, and pieces from Cassino ’44. Only use leaders from Elsenborn Ridge.

Conclusion

The Germans approaching Suxy encountered two French cavalry squadrons on the road but eliminated them quickly. They then advanced toward the bridge, but the French sappers blew it up before the Germans reached it. A long firefight ensued between the opposing forces on opposite banks of the river, but the French were finally given the order to retreat that afternoon.

Developer’s Commentary

The plans called for the entire 3rd Battalion of the 119th to attack, with Company L detailed to secure Wurselen. They would receive the support of an entire company of Shermans once they cleared the first crossroads in town. But despite starting less than 1,000 yards away they never reached the crossroads. Company L was stymied in every attempt to move forward, while absorbing numerous casualties. Things didn't go much better for Companies I and K, which inched forward but were unable to seriously threaten the town. Thankfully, they suffered far fewer casualties.

Scenario Five
An Outstanding Performance
16 November 1944

Second Armored Division’s initial objective was to sever the Germans’ last north-south line of communication west of the Roer River. Only a small strip of land leading to Puffendorf was suitable for armored vehicles, and the constant rains had turned it muddy. After taking a tank ride to test the off-road conditions, the division commander ordered the advance.

Note: This scenario uses boards from Battle of the Bulge, a board and pieces from Elsenborn Ridge, and pieces from Cassino '44. Only use leaders from Elsenborn Ridge.

Conclusion

Combat Command A was held back to exploit any bridgehead over the Roer River the 29th Infantry Division could establish. This would give Combat Command B room to maneuver while not tearing up the ground as much. With over four battalions of extra infantry attached, CCB secured all objectives in addition to the high ground adjacent to Puffendorf. Losses were extremely light against weak resistance except at Apweiler, were seven Shermans had been destroyed. That night the 246th Volksgrenadier Division reported to headquarters that "the hole can no longer be mended."

Developer’s Commentary

Here’s another scenario where the Germans are outnumbered and outgunned, and this time they also have lower morale than the Americans. The original scenario design had a large board with objectives that that the overstretched Germans couldn’t possibly defend, so I cut the board in half to make the focus of the scenario the village of Puffendorf like the intro says. The original design had specific forces entering on specific western boards, so I nixed the northern ones (which were to enter on the boards I deleted) and just had the southern American forces participate while giving the Germans all of their forces. That still leaves the Americans with big advantages while giving the Germans a fighting chance; otherwise I’d have to go with all-or-nothing victory conditions that would feel too gamey in a scenario this big.

Scenario Six
Trouble at Puffendorf
17 November 1944

Second Armored Division had blown through German defenses yesterday and not stopped until securing Puffendorf. This threatened to unhinge the entire German defenses west of the Roer River. Headquarters released both a panzer and a panzergrenadier division from reserve to correct the problem. Aided by the early morning mist, the Germans surprised the Americans as they were forming up for the day's advance.

Note: This scenario uses a board and pieces from Elsenborn Ridge, a board from Battle of the Bulge and pieces from Road to Berlin and Cassino. Use only leaders from Elsenborn Ridge.

Conclusion

The heavier German tanks engaged the Americans in a long range duel they won handily, and only the timely arrival of 2nd Battalion, 67th Armor Regiment prevented a rout. The Germans stopped the American advance and drove them back to Puffendorf by the end of the day.

Developer’s Commentary

Here the Germans would lose a long battle due to superior American numbers, so I cut the game to 18 turns and went with a flat VP schedule that forces the Germans to attack but gives them credit for holding the ground they started with. Players score one VP for each enemy step eliminated and two VPs for each town hex under friendly control at the end of play.

Scenario Seven
Sergeant Jake Lindsey
18 November 1944

The Germans had blocked 1st Infantry Division from entering Hamich on the 17th, so on the 18th they tried again with lavish support. But the Germans had beefed up their defenses as well, making it a dicey proposition.

Note: This scenario uses a board from Battle of the Bulge, a board and pieces from Elsenborn Ridge, and pieces from Cassino ’44 and Iron Curtain. Only use leaders from Elsenborn Ridge.

Conclusion

The Americans managed to enter the town where they were hit by multiple strong counterattacks. Sergeant Roland Urbohm's M-10 was instrumental in breaking up the attacks by refusing to move from the main intersection in town, and disabled two enemy tanks. Another counterattack was broken up when Sergeant Jake Lindsey single-handedly charged a group of grenadiers despite a leg wound. Altogether he was credited with dispatching 20 of the enemy, and he would be awarded the Medal of Honor for his actions this day.

Developer’s Commentary

This scenario is fought on a map that’s an eastward extension of the top half of “Better than Most.” Once again the Americans have huge advantages in numbers and firepower, and distances are short with just one town as a geographical objective. So I cut the game to 12 turns but compensated by keeping the victory conditions VP based rather than all-or-nothing.

Scenario Eight
Not as Planned
19 November 1944

While the rest of the battalion was securing Hamich, 16th Infantry Regiment had driven the Germans from Hill 232. This was unacceptable to the Germans who quickly organized a kampfgruppe to rectify the situation. Things did not go as planned. The kampfgruppe missed its assembly area in the dark and stumbled into the town of Hamich instead of rendezvousing with the Volksgrenadiers preparing to storm the hill. They stormed it anyway.

Note: This scenario a board and pieces from Battle of the Bulge.

Conclusion

Deprived of their armor support, the Volksgrenadiers storming Hill 232 were devastated. Shortly before dawn the Germans regrouped and tried again, with the same results.

Developer’s Commentary

The Germans don’t have the numbers to take on all the Americans listed in the original scenario design, so I cut the scenario in half, keeping only the northern board and limiting it to the fight for Hill 232. That gives the Germans better odds, though they will still have a hard time against a higher-morale, dug-in opponent.

Scenario Nine
Grasping at Straws
20 November 1944

All the previous day, the battered 104th Grenadier Regiment had fought to deny the Americans the key village of Heistern. Whoever controlled the village also controlled the valley beyond, with unimpeded observation all the way to Langerwehe. Knowing his regiment would never stand another day’s fighting, shortly after midnight Colonel Josef Kimbacher personally led his survivors against the Americans encircling them to the north.

Note: This scenario uses a board and pieces from Elsenborn Ridge.

Conclusion

The German regiment had been reduced in strength to less than a battalion, and had little success against the veteran Americans. Casualties were heavy and the colonel himself was captured. Soon the village would be in American hands.

Developer’s Commentary

This one is fought to the north of Hamich (the town in “Sergeant Jake Lindsey”), with the Germans trying to clear the Americans off the road there to keep from being encircled. Players score one VP for each enemy step eliminated (tanks count double, the truck doesn’t count) and one VP for each hex of the north-south road that is under friendly control at the end of play.

Scenario Ten
A Day Late
20 November 1944

The American attack on Grosshau was aborted on the 19th, and when they finally launched it on the 20th they found the Germans had not been idle during the wait.

Note: This scenario uses boards and pieces from Battle of the Bulge, and pieces from Cassino '44. Only use leaders from Battle of the Bulge.

Conclusion

Spearheaded by armor, the veteran German 275th Infantry Division counterattacked the Americans as soon as they broke into the clear. With only bazookas to combat the assault guns, half of G Company would became casualties including all the officers. First Battalion fared better against the newly arriving Volksgrenadiers, taking Hill 136 before fighting off a counterattack. They spent the rest of the day clearing half-trained, dispirited German soldiers north of the road from their bunkers.

Developer’s Commentary

This scenario is the first of many that take place around Grosshau, a town near the northern entrance to the Hurtgen Forest. This same patch of ground pops up again as a battlefield in West Wall and Siegfried Line. As usual the Americans have big advantages in numbers and firepower, but the wooded and hilly terrain is a better deal for the Germans so I didn’t have to go with highly skewed victory conditions.

That covers it for Roer River Battles. Stay tuned for my commentary on West Wall!

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