| Panzer Grenadier: Aachen 1944—Germany Invaded
Developer’s Commentary
By Doug McNair
July 2009
Veteran Panzer Grenadier designer Mike Perryman returns with scenarios that pick up shortly after our North of Elsenborn scenario supplement left off. Aachen 1944: Germany Invaded follows the attacks and counterattacks of the American First Army and German Seventh Army during the encirclement of Aachen in October of the title year. The ten scenarios let players use some of the brand new toys from Cassino ’44 along with maps from Elsenborn Ridge and Battle of the Bulge. Previews of all ten scenarios follow below. Enjoy!
Scenario One
A Bad Mix
3 October 1944
The Old Hickory Division had surged forward and established positions across the Wurm River, making the German positions north of Aachen untenable. The Germans promptly made the situation worse by ordering General Lange of 12th Infantry Division (known as the “Wild Buffalos” for their aggressive charge across Russia in Operation Barbarossa) to assume command of three infantry battalions from two different divisions and attack. Looking for any familiar faces to help, he managed to add his own division's assault guns and engineers to the mix.
Note: This scenario uses boards and pieces from Elsenborn Ridge, and pieces from Cassino '44. Only use leaders from Elsenborn Ridge.
Conclusion
With the mixture of formations and people who had never worked together before, the attack was doomed to failure before it started. Both sides reported that the German troops attacked with surprising vigor, but enthusiasm couldn’t overcome bad coordination. The American artillery racked up a frightful list of German casualties, with the engineer battalion particularly hard hit.
Developer’s Commentary
Per the intro and conclusion above, I had to include rules that make it difficult for the various German formations thrown into this battle to work together. So, I had them enter play as far apart as possible, included a rule prohibiting German tanks and infantry from performing combat movement together (per rule 5.45) and requiring the German player (only) to make Fog of War rolls. That plus the fact that some of the German troops are lower-morale Volksgrenadiers will make the German job a tough one.
Scenario Two
Hot Time at Übach
4 October 1944
The previous day’s fighting had ended with a confused situation in the town of Übach. Opposing forces held adjacent houses, and tanks of the 2nd Armored Division were just outside town waiting to exploit any opening. That night, 30th Infantry Division was once again ordered to clear a path for a planned armored assault the next morning.
Note: This scenario uses boards and pieces from Elsenborn Ridge and Battle of the Bulge, and pieces from Cassino ’44. Only use leaders from Battle of the Bulge.
Conclusion
For reasons lost to history, the Germans slipped out of Übach during the night. If the Americans thought that would make things easier they were wrong. Numerous German counterattacks (aided by fog that grounded U.S. aircraft) slowed the American advance to a crawl. Near Palenberg things became so desperate that a Technical Sergeant had to assume command of his infantry company after all his superiors were wounded or killed. The attack there was only driven off after he called down artillery fire on his own position. Despite these problems, the Americans doggedly pushed on to the outskirts of Beggendorf.
Developer’s Commentary
This is a big scenario with large numbers of American forces squaring off against a German force composed entirely of lower-morale Volksgrenadiers. For that reason, I added strongpoints from Cassino ’44 to the German order of battle since the histories say there were German pillboxes in the area. I also let the Germans set up second since they say the Germans surprised the Americans by slipping out of Übach and counterattacking. I also upped German off-board artillery since the source material says it was particularly ferocious, and added bad weather rules as well. Cut game to 30 turns so the Americans have to keep working.
Scenario Three
Charge of the Light Company
6 October 1944
Combat Command B of 2nd Armored Division was having a difficult time subduing Waurichen. The muddy conditions had restricted all vehicle movement to the one road leading into town, so with little chance of being outflanked the defenders concentrated all their anti-tank weapons on the road. Twenty-one Sherman tanks were destroyed, but before accepting defeat the Americans decided on one last desperate gamble.
Note: This scenario uses a board and pieces from Battle of the Bulge, and pieces from Cassino ’44. Only use leaders from Battle of the Bulge.
Conclusion
The Americans led with their Stuart light tanks, sending them down the road toward the town at full speed. Surprisingly, they made it into Waurichen. There they encountered a platoon of Sturmgeschutzen, so they just kept going at full speed and danced around creating confusion. This allowed the rest of CCB to enter the town and engage the enemy. After stiff fighting and a German counterattack, the Americans emerged victorious. With only three Stuarts lost the desperate ploy was praised as an outstanding tactical success.
Developer’s Commentary
Once again it’s the Volksgrenadiers vs. the U.S. Army, so I gave the Germans strongpoints (the history says they were there) plus extra artillery since the history says it was “stunning.” Added bad weather rules to go with the deep mud, and cut the game to eight turns to force the Americans to charge in with their tanks per the history rather than outflanking the town first with infantry.
Scenario Four
The 30th Rolls
7 October 1944
The U.S. 30th Infantry Division was under a great deal of pressure from above to link up with 1st Infantry Division and seal the gap in the defenses surrounding Aachen. On the previous day, the German 49th Infantry Division had tried and failed to retake Ubach, suffering heavy losses. So, it was felt a good push early in the morning would send them reeling.
Note: This scenario uses boards and pieces from Elsenborn Ridge, and pieces from Cassino ’44. Only use leaders from Elsenborn Ridge.
Conclusion
The good push sent the Germans reeling back almost two miles. At Alsdorf the German infantry had unaccountably left the safety of village to engage the Americans in the open fields to the north. It was a terrible idea, and they were decimated. A counterattack later in the day by the German 108th Tank Brigade finally halted the Americans, but it too proved costly when three of the four supporting King Tigers were lost.
Developer’s Commentary
The Americans have huge advantages in numbers and firepower, and the Germans won’t last the 19+ turns they would have to wait for their reinforcements to arrive per the original scenario design. So I cut the reinforcements and cut the game to 16 turns, forcing the Americans to attack aggressively and also giving the Germans some incentive to set up units on the northern board (as they did historically) to delay the American advance. Kept the VP schedule flat due to aforementioned American advantages: Players score one VP for each enemy step eliminated (tanks count double, wagons don’t count) and three VPs for each town hex under friendly control at the end of play.
Scenario Five
The Unflappable Colonel McDowell
8 October 1944
The American attack on Alsdorf ripped a two-mile-wide hole in the German defenses, so on the night after the attack every German man and machine available was assembled to close the hole. With the morning mist lingering just long enough for them to get close to American lines, the Germans felt luck was on their side.
Note: This scenario uses boards and pieces from Elsenborn Ridge.
Conclusion
The Germans encountered no substantial resistance until reaching Alsdorf. There they encountered Colonel S.T. McDowell, his staff, assorted communications personnel and (as is common in all armies) some malingerers. When his headquarters was attacked by armor from two sides, his company commanders called asking whether they should break off their attack on Mariadorf and come to his aid. He told them to handle their problem and he would handle his. The Germans were finally driven from Alsdorf, but McDowell’s battalion suffered heavy casualties in their failed effort at Mariadorf.
Developer’s Commentary
This scenario was pretty good as submitted, and I just did some revisions to the maps and victory conditions:
German Major Victory: At the end of play all town hexes are under German control, and all of the following road hexes on Board 22 are free of undemoralized American combat units: 0508, 0608, 0609, 0710 and 0809.
German Major Victory: At the end of play more town hexes are under German than American control, and at least one undemoralized German combat unit occupies at least one of the following road hexes on Board 22: 0508, 0608, 0609, 0710, 0809.
American Minor Victory: At the end of play at least 15 German steps have been eliminated (tanks count double, wagons don’t count).
American Major Victory: At the end of play more town hexes are under American than German control, and all of the following road hexes on Board 22 are free of undemoralized German combat units: 0508, 0608, 0609, 0710 and 0809.
Scenario Six
Bardenberg or Bust
11 October 1944
The Germans formed a powerful kampfgruppe to reach the men still holding out in encircled Bardenberg. The entire situation in the area was unclear as German diehards were hunkered down in places the Americans had supposedly already secured. All that was for certain is the route into Bardenberg had to be reopened to relieve the pressure on Aachen.
Note: This scenario uses boards and pieces from Elsenborn Ridge, and pieces from Road to Berlin and Cassino '44. Only use leaders from Elsenborn Ridge.
Conclusion
In vicious fighting, the Germans managed to work their way into Wurselen and rescue a company of engineers who had been holding out in the train station there. Then the fighting turned serious as the Germans attempted to leave the village and attack northward toward Bardenburg. A Panzer Grenadier battalion commander leading the attack was killed, with two of his company commanders seriously wounded and only 20 grenadiers coming through unscathed. Needless to say the attack stalled, and try as they might the Germans never regained the momentum. It didn't really matter because shortly the last of the panzer grenadiers hanging on at Bardenberg would be lost. Then to make matters worse, Obersturmfurher Herbert Rink (who was to move in behind the attack and lead his 1st SS Battalion into Aachen) disregarded his orders and attacked. He lost almost half his men as a result, but he did eventually did lead what was left of his battalion into Aachen and was present when it fell. He refused to surrender and successfully evaded capture to reach German lines. Once there he provided a detailed description of the city's final moments to his superiors.
Developer’s Commentary
Once again the scenario was pretty good as submitted, and just needed general cleanup and new victory conditions. The German player has the following objectives, and the more he must achieve three or more to win:
1. At the end of play all town hexes on Board 24 are under German control.
2. At the end of play all town hexes on Board 23 are under German control.
3. At the end of play, any unbroken line of road hexes (including town hexes the road runs through) leading from either Board 25 road hex 1309 or Board 22 road hex 1309 to Board 23 road hex 0717 is free of undemoralized American combat units.
4. At the end of play at least 20 American steps have been eliminated (tanks count double, trucks don’t count).
5. At the end of play no more than 25 German steps have been eliminated (tanks count double, trucks and wagons don’t count).
Scenario Seven
The Final Push
12 October 1944
The Germans had been rebuffed in their first effort to reach Bardenberg but were determined to succeed today. Feeling they had not allowed themselves enough room for maneuver the first time, they would attack on a broader front with 116th Panzer Division maintaining its current line of attack while the rest of the forces slid over to test the American 120th Infantry Regiment. Added to the mix were the remnants of the 108th Panzer Brigade.
Note: This scenario uses boards and pieces from Elsenborn Ridge and Battle of the Bulge, and pieces from Road to Berlin and Cassino '44. Only use American and German Army leaders from Battle of the Bulge and SS leaders from Elsenborn Ridge.
Conclusion
By noon the Americans were extremely worried the Germans would succeed in their efforts. Gen. Leland Hobbs even claimed all the enemy forces that had bedeviled his division at Mortain were again after him. But American airpower and artillery turned the situation in their favor, and by the end of the day the Germans knew they would not be able to prevent Aachen from being encircled.
Developer’s Commentary
I had to redo the map to take into account the River Wurm. Other than that it was just general cleanup and new victory conditions:
German Major Victory: At the end of play all town and road hexes east of the river are free of undemoralized American combat units.
German Minor Victory: At the end of play all of the following are free of undemoralized American combat units:
? All town hexes on Board 24 (but not necessarily the one in hex 1105).
? All hexes of the north-south road south of the town on Board 24.
? All hexes of the east-west road east of the town on Board 24.
? All hexes of the east-west road on Board 25.
American Minor Victory: At the end of play at least 35 German steps have been eliminated (tanks count double, wagons don’t count).
American Major Victory: At the end of play all of the following apply:
? At least one undemoralized American combat unit occupies at least one hex of the north-south road south of the town Board 24.
? At least one undemoralized American combat unit occupies at least one hex of the east-west road east of the town on Board 24 OR on Board 25.
? More town hexes are under American than German control.
Scenario Eight
Buffaloes on Crucifix Hill
12 October 1944
The hill that controlled the area north of Verlautenheide had a large crucifix at its summit, so naturally it became known as Crucifix Hill. Back on the 8th the Americans had secured the hill and occupied the entrenchments there. When their Piper Cubs were grounded it provided too good of an observation point for the Germans to allow them to keep it for long.
Note: This scenario uses a board and pieces from Elsenborn Ridge.
Conclusion
The Wild Buffaloes had been bled white since their arrival in the Aachen sector, and lacked the strength to attack Crucifix Hill on their own. Therefore, the untried 1st Sturmpioneer Regiment was assigned to spearhead the operation. Despite the grand-sounding title, the latter was just a motorized infantry unit lacking heavy weapons (and apparently even motor vehicles). Nevertheless, the Germans took the hill with what an American reporter called "bitter courage," but all the courage in the world could not stop the Big Red One from reoccupying the hill before sundown.
Developer’s Commentary
I renamed this scenario to differentiate it from an earlier action that’s generally known as The Battle of Crucifix Hill. It’s a straightforward take the hill scenario with straightforward victory conditions: Players score one VP for each enemy step eliminated (tanks count double, trucks and wagons don’t count) and three VPs for each entrenchment that is under friendly control at the end of play.
Scenario Nine
Like a Stone Wall
13 October 1944
When General Leland Hobbs claimed his division was too weak to leave their defensive positions, the Stonewallers were ordered forward instead. The 116th Infantry Regiment was the direct descendant of the 2nd Virginia, which had been the senior regiment in General Thomas Jackson's brigade at Manassas the day he earned the moniker Stonewall. They had taken their licks in the first wave to hit Omaha Beach on D-Day, and they had learned quite a bit since then. They’d need all that hard-won knowledge today against an equally determined foe.
Note: This scenario uses boards and pieces from Elsenborn Ridge, a board from Battle of the Bulge and pieces from Road to Berlin and Cassino '44. Only use leaders from Elsenborn Ridge.
Conclusion
The Stonewallers quickly reached Wurselen, where unbeknownst to them the 116th Panzer Division had concentrated yesterday. Heavy fighting developed and the American advance stopped cold. Captain James Burt of Company B/ 66th Armored Regiment would earn the Medal of Honor for his exploits here during the next few days.
Developer’s Commentary
Reworked the map and setup once again to include the Wurm. This is a short-range slugfest that I wanted to shorten to 16 turns or less, but the character of the battle would change if the Germans don’t get their reinforcements. So, I started it a little later and cut it to 20 turns instead. Players score one VP for each enemy step eliminated (tanks count double, trucks and wagons don’t count) and three VPs for each town hex that is under friendly control at the end of play.
Scenario Ten
Hunnish Horde
14 October 1944
Third Panzergrenadier Division had spent the last two weeks resting and absorbing replacements, and was now rated as fit for limited offensive action. This made them the strongest formation in 7th Army, which ordered them to use all available resources to reach Aachen as soon as possible.
Note: This scenario uses boards and pieces from Elsenborn Ridge, and pieces from Cassino ’44 and Road to Berlin. Only use German leaders from Road to Berlin and American leaders from Elsenborn Ridge.
Conclusion
Gen. Model attacked late in the morning to achieve tactical surprise, and it worked. By 1300 two companies of the 16th Infantry Regiment had been overrun, and they radioed the situation was critical. But as was often the case just when the Germans were on the verge of success, massed American artillery fire and the arrival of American fighter bombers turned German thoughts from reaching Aachen to merely surviving.
Developer’s Commentary
A very big battle with which to end the supplement. The Germans have huge advantages in numbers and firepower, and it will be very tough for the Americans to keep lots of Germans from exiting the west edge. So, I made it incumbent on the Germans to do that while making victory conditions relatively easy on the Americans:
German Major Victory: At the end of play both east-west roads and all town hexes on and/or adjacent to them are free of undemoralized American combat units, and at least 45 German steps have exited anywhere on the west edge (tanks count double, prime movers don’t count).
German Minor Victory: At the end of play one of the two east-west roads and all town hexes on and/or adjacent to it are free of undemoralized American combat units, and at least 35 German steps have exited anywhere on the west edge (tanks count double, prime movers don’t count).
American Minor Victory: At the end of play at least 35 German steps have been eliminated (tanks count double, prime movers don’t count).
American Major Victory: At the end of play at least one hex of each east-west road or any town hexes on or adjacent to each east-west road is occupied by at least one undemoralized American combat unit.
That does it for Aachen: 1944. Tune in next time for the first installment of my scenario previews for 1940: The Fall of France!
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