| Panzer Grenadier: Siegfried Line
Developer’s Commentary
By Doug McNair
October 2009
As promised, here is my commentary on the last of Mike Perryman’s Panzer Grenadier scenario supplements on the subject of the American attacks on Germany’s western defenses: Siegfried Line.
Scenario One
Bourheim Blues
25 November 1944
The Allies’ rapid advance had ground to a halt when, upon reaching the German border, they found it manned by a rejuvenated Wehrmacht. The Germans were not content to sit passively in their bunkers, and when the Blue and Grey Division became overextended around Bourheim a surprisingly large German force was gathered for a counterattack.
Note: This scenario uses boards and pieces from Elsenborn Ridge and Battle of the Bulge, and pieces from Road to Berlin. Only use leaders from Elsenborn Ridge.
Conclusion
The American 3-inch guns rushed in the previous day were ineffective as German artillery neutralized the gun crews. Once into the town, a single Tiger devastated the command post while the others spread out to wreak havoc. Frantic cries went out for bazooka teams, but those too proved ineffective against the troublesome tanks. The Americans then tried satchel charges, and that plus the fact that the Tigers had lost their infantry support by then convinced them to withdraw. The fighting at Koslar ended with two American companies surrounded, and it would take almost three days for the U.S. Army to reach them.
Developer’s Commentary
This will be a tough one for the Germans due to the lower morale of the German Volksgrenadiers, the fact that their numbers and firepower are less than double that of the Americans, and the fact that the Americans start getting air support partway through the game. Game length is also an issue; the Germans will need time to take town hexes, but the longer the game goes on the more of them will become demoralized through repeated pounding from American off-board artillery and air strikes. So I split the difference and cut the game to 20 turns, while skewing the VP schedule in the Germans’ favor.
Scenario Two
Frenzerburg Castle
26 November 1944
The men of Company K Company, 47th Infantry Regiment had been glad to have been assigned flank security for the day instead of spearheading the assault. In that spirit they had advanced unmolested until spotting a medieval castle on the other side of a beet field. Their easy day had come to an end.
Note: This scenario uses boards from Road to Berlin and 1940: The Fall of France, and pieces from Elsenborn Ridge and Cassino ’44. Only use leaders from Elsenborn Ridge.
Conclusion
K Company’s commander was hit by shellfire and command passed to Lieutenant William McWaters who led his men forward. They overran a platoon of service troops who promptly surrendered, but then took heavy casualties from enemy mortar fire. Upon reaching the castle, Private Carl Sheridan earned the Medal of Honor but lost his life in his efforts to breach the main gate. Even the arrival of the remainder of 2nd Battalion failed to tip the balance in the Americans’ favor. Later that evening a disputed (but probably large) number of Company K who had taken shelter in a basement was captured by the Germans.
Developer’s Commentary
This scenario was my first opportunity to use the intricate maps from 1940: The Fall of France to depict some of the characteristic terrain of western Germany. By arranging a board from Elsenborn Ridge and another from 1940 in an unusual way (both folded in half and then joined along the short edge) I was able to get a good approximation of the wooded, flat-topped castle hill at Frenzerburg and the towns nearby. Despite the small map area and small numbers of units, I could only cut the game to 16 turns because the omnipresent mud will slow the advance of American reinforcements, the Germans have plenty of defensible terrain and American numbers aren’t much greater than German numbers. In compensation for the extra time I put the burden of victory on the Americans. They win by clearing the castle and the castle hill of all undemoralized Germans. Any other result is a German victory.
Scenario Three
Return to Frenzerburg Castle
27 November 1944
Though they’d failed to take the castle, the Americans had surrounded it and driven the defenders inside its massive walls. Holding the castle was crucial for the Germans, as it was the only fortified position in the sector and its loss would cause another withdrawal to the Roer River. So long before dawn, a relief party went forward to reach the paratroopers holding out in the castle.
Note: This scenario uses boards from Road to Berlin and 1940: The Fall of France, and pieces from Elsenborn Ridge and Cassino ’44. Only use leaders from Elsenborn Ridge.
Conclusion
The Germans pressed forward doggedly despite suffering greatly from American artillery fire, but just short of the castle the infantry got separated from their supporting armor and went to ground. The assault guns pressed on alone, with the last one not breaking off until reaching the castle courtyard. In the afternoon a truce was called allowing both sides to tend to their wounded. Finally, with the assault stalled, a truce was called that afternoon to allow both sides to tend to their wounded. The Germans were informed that they would be allowed to leave the castle unmolested between 2300 and 0100 hours, which they did.
Developer’s Commentary
This is a continuation of the previous scenario, so everything is the same except the orders of battle, time of day and game length. I cut this one to 12 turns because the Germans are mostly low-morale Luftwaffe troops and will have a hard time holding out for long.
Scenario Four
Mismatch at Jungersdorf
28 November 1944
The Fallschirmjäger who had earned the respect of the Americans in Normandy were few and far between in the hastily rebuilt 3rd Division. It consisted largely of young conscripts who were ill-prepared to face a determined enemy, and most of their officers were inexperienced in ground warfare. The few remaining battle-hardened officers and NCO's had the unenviable job of leading the division in a drive to push the enemy out of Jungersdorf.
Note: This scenario uses boards and pieces from Elsenborn Ridge, and pieces from Iron Curtain and Cassino ’44. Only use leaders from Elsenborn Ridge.
Conclusion
The green Fallschirmjäger were game and almost managed to force their way into the town, but the tough American 1st Infantry Division was in no mood to give up their hard won gains of the last few days. The German advance ground to a halt, and with confusion reigning in their ranks they were driven back to their jump-off positions with heavy casualties.
Developer’s Commentary
I reworked the map a bit to include more town objectives, thus giving the attacking lower-morale Germans a better chance by forcing the Americans to divide their forces. Nevertheless I had to cut the game to 18 turns, because any early gains the Germans make will be lost over the long term as they get worn down due to their lower morale.
Scenario Five
Indie River Blues
28 November 1944
The remnants of 3rd Panzergrenadier Division were desperately holding out in a number of fortified positions just west of the Indie River. The Americans needed to force their way over the river because the higher eastern bank allowed the enemy observers at Lucherberg to direct their artillery fire with deadly accuracy. To achieve surprise the Americans went forward in the dark without their usual artillery barrage.
Note: This scenario uses boards from Eastern Front Deluxe and 1940: The Fall of France, and pieces from Elsenborn Ridge.
Conclusion
The ruse worked as the Americans managed to cross the Indie River and infiltrate Inden before being discovered. Once discovered they were forced to fall back across the river as they were unable to call down artillery fire due to a malfunctioning radio. Meanwhile at Lamersdorf, control of the southern part of town changed hands more than once, with the Germans finally organizing a counterattack to drive the Americans back out.
Developer’s Commentary
Here I got another chance to use one of the new maps from 1940 to depict some of the terrain along the Indie River. I had to keep the scenario at its original length of 20 turns, because the Americans don’t outnumber the Germans, have to get across a tough river and don’t have higher morale. The VP schedule rewards the Americans more for taking objectives farther and farther east.
Scenario Six
In the Dark
29 November 1944
The 30th Infantry Division's attack on Altdorf had been a failure. The Americans had been caught on the heights overlooking the village and forced to ground. With no cover available to mask their movements, it was decided a night attack was the only option.
Note: This scenario boards from Eastern Front Deluxe and Road to Berlin, and pieces from Elsenborn Ridge.
Conclusion
In hopes of achieving surprise, the Americans advanced without the usual artillery barrage. But the fighting going on at Inden provided enough light for the Germans to spot the advancing Americans, so with their surprise gone the Americans simply stormed the town. In short order the Germans were driven across the Indie River.
Developer’s Commentary
This is a relatively small scenario in which a battalion-sized American force attacks a river line held by not much more than a German reinforced company. The original scenario design had several objectives, but I cut it to 12 turns and made victory conditions hinge on the town instead. Wider-ranging objectives would be too hard to take or defend given the small numbers of troops.
Scenario Seven
Preventive Measures
29 November 1944
The fighting and dying in the Hurtgen Forest had to be stopped soon. On the previous day the Americans had entered Grosshau but had been unable to secure the town. To prevent German reinforcements from intervening there Task Force Hamburg was ordered to take Kleinhau.
Note: This scenario uses a board and pieces from Elsenborn Ridge and a board from 1940: The Fall of France.
Conclusion
Task Force Hamburg secured Kleinhau and prevented any reinforcements from reaching Grosshau. The latter was made easier by the fact that all German transport units had been pulled out for the upcoming Ardennes offensive, so 22nd Infantry Regiment had enough time to secure the village. It appeared the Americans had finally broken free from the curse of the Hurtgen Forest.
Developer’s Commentary
Here we return yet again to the bloody ground around Grosshau, with the Americans trying something other than frontal assaults for a change. This one gave me another opportunity to use one of the new wooded maps from 1940 to better represent the terrain. The Americans have big firepower and numerical advantages and the Germans don’t have enough units to cover all the town hexes, so I put the burden of victory on the Americans. The American player wins if at the end of play all town hexes are free of undemoralized German combat units. Any other result is a German victory.
Scenario Eight
Indie River Blues II
29 November 1944
Skirmishing continued along the Indie River after German counterattacks ejected the Americans from Inden and Lamersdorf. The Americans struck hard at 1500 on the second day.
Note: This scenario uses boards from Eastern Front Deluxe and 1940: The Fall of France, and pieces from Elsenborn Ridge.
Conclusion
The fighting was over before midnight, with the Germans having been driven across the river. In a last act of defiance, the Panzer Grenadiers blew the bridge at Lamserdorf once all their men were safely across. But infighting continued at German HQ, as Corps and Division Command argued over the division's ability to retake Lamserdorf. Surprisingly, Army Command was forced to get involved and they sided with the division's commander, conceding the west bank of the Indie to the Americans.
Developer’s Commentary
Here we return to the same board as in the original Indie River Blues scenario, with the Americans attacking with a somewhat larger force. The Germans have an extra option in this scenario of blowing up bridges to prevent the Americans from crossing and grabbing the high-VP town hexes east of the river. Due to the fact that night falls partway through the scenario, I cut the game to 16 turns to keep the Americans from just waiting around until dark to give them more cover when crossing the river.
Scenario Nine
Disaster at Merode
29 November 1944
Control of Merode was considered vital because it blocked one of the northernmost exits from the Hurtgen Forest. A single mud-choked road led directly west into the forest and provided an unobstructed view of anyone attempting to drive the defenders from the village.
Note: This scenario uses a board and pieces from Elsenborn Ridge, and pieces from Cassino '44. Only use leaders from Elsenborn Ridge.
Conclusion
Heavy artillery fire disrupted the American armor and ruined the operations timing. Despite heavy casualties two companies managed to enter the village where they where counterattacked. The artillery which had delayed the armor earlier now prevented reinforcements from reaching the harried GI's. Long into the night the Germans pressed home their advantage and in one of the darkest days of a nasty campaign 120 Americans became casualties and another 165 were herded into captivity.
Developer’s Commentary
The original scenario design had a small force of Germans entering the board initially and the main force coming 12 turns later. This made no sense in game terms. The Germans have no incentive to let any of their units enter the board until their reinforcements arrive; if they attack during daylight with the initial force against a more numerous and higher-morale enemy, they’ll just get slaughtered. So I started the scenario 12 turns later (after dark) and had all the Germans enter at once. They’ll still have a tough time clearing the Americans out of the town and off the road (the latter being a victory objective in the original design), so I made the town hexes the main VP generators.
Scenario Ten
At What Cost?
30 November 1944
The 4th Infantry Division had been bled white securing Grosshau, a task which they finally accomplished on the 29th. That plus Task Force Hamburg’s having taken Hill 401.5 and Kleinhau the same day made it look like the hell of the Hurtgen Forest would finally be coming to an end. Or so it seemed.
Note: This scenario uses boards from Battle of the Bulge and 1940: The Fall of France and pieces from Elsenborn Ridge and Cassino '44. Only use leaders from Elsenborn Ridge.
Conclusion
The 46th Armored Infantry had been ordered to clear the woods along the Scharfberg road while the 22nd Infantry Regiment cleared the woods along the road to Gey. Throughout the night, Fox Company insisted Hill 401.5 was under enemy control, but these reports were dismissed by headquarters. They shouldn't have been, because fire from the hill devastated the Americans as soon as they broke cover. The 46th Armored Infantry suffered 157 casualties clearing the hill, which was more than any other battalion had suffered in a day during the bitter Hurtgen Forest fighting. The murderous fire from the hill didn't spare the men from 2nd/22nd Infantry either, but the 3rd Battalion further north was able to bypass it and initially made excellent progress towards Gey. But in the afternoon, stiffening German defenses forced them to dig in just shy of their goal.
Developer’s Commentary
One last time we return to Grosshau, with a massive American infantry force moving out into the surrounding woods to secure the area and end the fighting. The Americans have roughly double the German numbers and higher morale to boot, so I made the victory conditions tough on them. The Americans score a Major Victory by clearing all town and hill hexes on all but the northeastern board, and a Minor by controlling more town and hill hexes there than the Germans at the end of play. The Germans score a Minor by killing roughly a fifth of American forces and a Major by controlling more town and hill hexes on all but the northeastern board by the end of play OR killing roughly a quarter of American forces.
That does it for Siegfried Line. Be sure to have a look at my commentary on our latest Panzer Grenadier scenario supplement, Waltzing Matilda!
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