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Panzer Grenadier:
West Wall: The Invasion of Germany, 1944

Developer’s Commentary
By Doug McNair
October 2009

What with all the new projects Mike Bennighof keeps throwing at me, I still haven’t caught up with my developer’s commentary on all the new Panzer Grenadier scenario supplements that Mike Perryman keeps throwing at me. Today’s catch-up attempt is my commentary on West Wall. You’ll note that there’s a time gap between scenarios 5 and 6; that’s because Mike Perryman’s original scenario set overlapped with some scenarios in our North of Elsenborn supplement. Players wanting to play the battles in chronological order should switch to North of Elsenborn after playing Scenario Five in West Wall.

Scenario One
A Bitter Irony
13 September 1944

Nazi propaganda minister Dr. Joseph Goebbels had promised to turn Aachen into America’s Stalingrad, but Gen. Gerhard Graf von Schwerin did not agree. On the 13th of September he drafted an appeal for the humane treatment of all civilians, and issued instructions to hand it to the first American officer entering the city. He expected that to happen the next day, but the Americans had other ideas.

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

Conclusion

If the Americans had stuck to their original plans they would have entered Aachen almost unopposed on the 14th. Unfortunately, Gen. Clarence Huebner had convinced his superiors that an urban assault would be too costly, and was therefore allowed to encircle the city instead. Heavy fighting developed to the south of the city, and the Americans made slow progress.

Developer’s Commentary

This is a small one-board scenario in which a battalion from the Big Red One tries to clear two Panzer Grenadier companies off roads leading through woods and hills south of Aachen. The original scenario design was a bit lengthy for an action this small, mainly to give a late-arriving American tank platoon a chance to see action. But one tank platoon won’t make much of a difference, so I cut the scenario to 12 turns and got rid of the American reinforcements.

Scenario Two
“Reconnaissance in Force”
13 September 1944

Due to inter-Allied politics, 3rd Armor Division’s attack on the Siegfried Line was officially listed as a reconnaissance in force. But privately, Task Force Doan was instructed to breach the line at any cost. Around Schmidthof they found out what that meant.

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

Conclusion

While elsewhere 3rd Armored just rolled over disheartened Germans, at Schmidthof they encountered die-hards. When asked to surrender the Germans shouted profanities and brought in armor support. Both sides suffered horribly with the Americans taking the brunt of the punishment. At dusk Col. Leander L. Doan walked from tank to tank (those that had survived) giving orders and restoring confidence, but it took until midnight before they were able to break through.

Developer’s Commentary

Here a large combined-arms American force attacks an entrenched force of Panzer Grenadiers in highly defensible terrain. The Americans have big advantages in numbers and firepower, but much of that firepower is mounted on thin-skinned M3 halftracks and other lightly armored vehicles. That plus strong German anti-tank capability in this scenario makes the American infantry crucial to chances of a US win. I therefore upped American morale from 8/6 to 8/7 (the same morale level that 3rd Armored gets in the North of Elsenborn scenarios). I then cut the scenario to 24 turns to keep the US attacking aggressively rather than sitting back and letting their superior firepower wear the outnumbered Germans down.

Scenario Three
If Only He Could Cook!
15 September 1944

The 47th Infantry Regiment had pushed farther into Germany than any other Allied unit and almost through the Siegfried Line. They had hit little resistance on the 14th, and the next morning they were clearing out the last pillboxes along the line when the Germans attacked.

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

Conclusion

During the night the previously passive Germans had decided to change tactics. Scraping together what little armor assets that were available they took the fight to the enemy. One prong reached the field kitchens where Technician Fourth Class Clarence (Ed) Combs took a break from his cooking to knock out a German tank. The 47th rallied to pocket Vicht, Mausbach and Schevenhutte.

Developer’s Commentary

The original scenario design had four boards, but the Germans don’t have enough forces here to hold a line that long. So I cut it to two boards, which still leaves the Germans thinly spread along a line at the beginning with the US poised to attack in strength. But then a large German force counterattacks from the north edge, leading the U.S. to call in reinforcements halfway through the game. Once both sides’ reinforcements are on the board it’s pretty much a free-for-all, so I cut the game to 24 turns due to the shorter distances involved.

Scenario Four
Filling the Gaps
16 September 1944

The German 12th Infantry Division had become known as the Wild Buffaloes for their aggressive advance in Operation Barbarossa. The division had been thought destroyed in Russia in July, but a large number of survivors worked their way back to the unit. By mid-September the unit was over-strength, with an additional 2,000 men in training. Though originally ordered to assemble fully before being committed to combat, upon arrival at Aachen the situation had turned so desperate that a convoy of civilian buses, cars and mail trucks rushed them to attack the advancing enemy.

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

Conclusion

The Wild Buffaloes managed to eject the lead elements of the 1st Infantry Division from Verlautenheide and halt all forward progress there. They then pushed on to the Siegfried Line near Munsterbusch where the 9th Panzer Division had been holding out in their pillboxes. Due to his poor performance the 9th Panzer Division commander was relieved of duty and 12th Infantry assumed control. It had been a banner day for the Wild Buffaloes as they had filled a void in the German lines and would frustrate the Big Red One at Verlautenheide for another week.

Developer’s Commentary

This is a simple “rush in and grab the town before the other guy” scenario. It’s on just one board with roughly a battalion per side, so I cut it to 12 turns because that’s all that will be needed to resolve the issue.

Scenario Five
Dueling for the High Ground
16 September 1944

The Wild Buffaloes were not content with merely improving their defensive positions at Verlautenheide as this would still leave their left flank open all the way to Zweifall. Therefore a battalion was sent south to establish contact with some holdouts from the 9th Panzer Division at Stolberg. But instead of stopping once they’d made contact, the Wild Buffalos kept heading southward. That led them directly into the Americans who were attempting to secure the high ground around Weissenberg.

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

Conclusion

The Germans promptly put paid to the American effort to secure Weissenberg, and were glad that cloud cover had prevented enemy airpower from interfering with their own efforts.

Developer’s Commentary

This one starts out as a risky attempt by Task Force Lovelady to attack an entrenched German infantry force supported by a few powerful tank units. It then quickly turns into a potential disaster when the Wild Buffaloes counterattack from the north. The Americans therefore need to attack aggressively and grab as many entrenchments and other defensible terrain as possible before the German reinforcements arrive.

Scenario Six
Crocodile Rock
22 November 1944

After two months of fighting it looked like the Americans had finally broken the German defenses, with LXXXI Corps decimated and reinforcements scarce. Combat Command B from "Hell on Wheels" was ordered to drive the enemy from Merzenhausen in the morning and reach the open plain beyond. Once there they were to use their mobility to reach the Roer River.

Note: This scenario uses boards from Battle of the Bulge and pieces from Beyond Normandy, Cassino ’44 and Elsenborn Ridge. Only use leaders from Elsenborn Ridge.

Conclusion

It was a good plan based on the available information, and at first things went well as the terrifying Crocodile tanks devastated the defending infantry and white flags began appearing over some bunkers. For a moment it appeared the enemy was breaking, but then a few unexpected Tiger tanks arrived and destroyed all the Crocodiles. The American infantry then attempted a bayonet charge which was broken up by artillery fire. Eventually the Americans managed to wedge themselves into the western portion of town but could move no farther

Developer’s Commentary

Here the Americans have to cross two boards lengthwise to reach their objective, but they have a 3 to 1 numerical advantage and higher morale. The Tiger tanks will wreak havoc on any American armor they can spot, but there are only two of them so German hopes don’t rest on much. I therefore shortened the game slightly and put the whole burden of victory on the Americans. The American player wins if at the end of play all town hexes, 40-meter hill hexes and all hexes of the north-south road are free of undemoralized German combat units. Any other result is a German victory.

Scenario Seven
Lohn Town
22 November 1944

The 22nd brought more rain, making movement difficult even along roads and also negating the American airpower advantage. The Germans had been decimated in the recent fighting and were making desperate calls for reinforcements, and any delay in the American advance increased the chances that they’d arrive in time. The "Old Hickory" Division was therefore ordered to press forward and secure Lohn despite the weather conditions.

Note: This scenario uses boards from Eastern Front Deluxe and Road to Berlin, and pieces from Cassino ’44 and Elsenborn Ridge. Only use leaders from Elsenborn Ridge.

Conclusion

The Americans were working their way steadily toward Lohn when three Tiger tanks occupying some high ground brought their progress to a halt. The accompanying tank destroyers proved incapable of dislodging them, but eventually the Tigers left and the American advance continued. Upon reaching Lohn some Jagdpanthers "caused considerable trouble" against the American flank, and with the enemy still occupying part of the town things were far from secure when the action stopped for the nightwere blown within view of the first approaching Panzers, just after the last French elements had crossed to safety.

Developer’s Commentary

Once again the Americans have higher morale and a huge numerical advantage, but not quite so much as in the last scenario. So instead of making it all or nothing I went with VP-based victory conditions and a flat VP schedule, and spread the objectives out so the Americans have to split their forces.

Scenario Eight
Making Hay
23 November 1944

Maj. Gen. Terry de la Mesa Allen had always done things his own way, and to hell with the consequences. A personality conflict with his superiors had cost him command of the prestigious 1st Infantry Division earlier in the war, and he now commanded the newly-minted 104th Infantry Division. True to form, he had again alienated nearly all those around him with his bragging about how good his new division would be.

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

Conclusion

The corps commander was ecstatic with the way the 104th Infantry was "making hay" and that Allen was making good on his boasts. Today Eschweiler was finally deemed secure, and the 414th Infantry Regiment advanced rapidly along the Indie River and reached Weisweiler. But the 413th Infantry Regiment ran into a juggernaut at Pultzjohn, with the 3rd Battalion being particularly hard hit and seven supporting Shermans lost.

Developer’s Commentary

Here the Americans have a 3 to 1 numerical advantage again, but the objectives are so widespread that all-or-nothing victory conditions could lead to gamey behavior. The Germans could just keep one mobile unit in reserve and then rush it out on the last turn to grab and objective hex and win. So instead I cut the game to 18 turns and went with VP-based victory conditions that put the emphasis on control of town hexes, but also give players a chance to rack up VPs by gaining majority control of a large number of hill hexes.

Scenario Nine
Huchlen Town
24 November 1944

Gen. Maurice Rose had seen his star rise during Operation Cobra and was now regarded as one of the army's premier armor commanders. Today he had ordered CCA to reach the high ground between Langerwehe and Frenz. Before they had gone too far they encountered some Germans in the village of Huchlen.

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

Conclusion

Hemmed in by boundaries to the north and forest to the south, Col. Richardson was unable to bypass the village and heavy fighting developed with the Germans giving as good as they got. The Americans finally managed to secure Huchlen but were unable to exploit this advantage and continue on.

Developer’s Commentary

This is a much fairer fight, with the Americans having a well-balanced force but a far lesser numerical advantage. There is an error in the setup instructions; the Americans enter on the south edge; they do NOT set up on the board (my apologies).

Scenario Ten
Like a Dose of Salts
25 November 1944

Both sides had been bled white trying to control the Hürtgen Forest. Taking the town of Grosshau would allow the Americans to finally free themselves of this bloody hell and utilize their mobility. With so much at stake, a plan utilizing all three battalions of the 22nd Infantry Regiment was drawn up. It called for the men to go forward at dawn without an artillery barrage in hopes on surprising the enemy. The Germans also went forward at dawn.

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

Conclusion

The 3rd Battalion easily blunted the German attack and went through the enemy "like a dose of salts." After reorganizing in the woods just short of Grosshau they advanced into the clearing just before noon. Major Kemp called off the attack at 15:00 with the Germans still controlling the village. The day's frustration was completed when the 1st Battalion was stopped just 600 yards short of Forsthaus Grosshau (the town on Board 23).

Developer’s Commentary

Here at the end of West Wall we return once again to the bloody ground of Grosshau, as we have done at the end of previous Aachen scenario supplements. The Americans have a good shot at victory because they have a roughly 2 to 1 numerical advantage and most of the German units are lower-morale Volksgrenadiers. So I went with victory conditions that are skewed somewhat in the Germans’ favor: The Americans must clear the Germans out of all road and town hexes on the whole board for a Major Victory, or on just part of the board (plus eliminating a base amount of German steps) for a Minor Victory. The Germans can win a Minor by eliminating roughly a fifth of the total American force and a Major by keeping control of town and road hexes on more than one board.

That does it for West Wall. Tune in next time for my commentary on Mike Perryman’s final scenario supplement about the battles along the Roer River: Siegfried Line.

Panzer Grenadier: West Wall: The Invasion of Germany, 1944 is available now!
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