| Tactics
in
Elsenborn Ridge
Scenario 22: 'St.
Vith: The Fall,' Part 2
By Doug McNair
July 2008
The
final German push on St. Vith continues
in today’s episode of my Elsenborn
Ridge Scenario 22 replay. As the first hour
of battle came to a close, the Volksgrenadiers
were taking heavy losses at the forward American
roadblocks, but the vital SS Tiger II tanks
had arrived and were poised to exploit any
roadblock breach the Volksgrenadiers can
manage. American tank destroyers are moving
into position for crossfire attacks on the
King Tigers, but unless the predicted snowstorm
blows in shortly, superior German numbers
will likely overwhelm the forward roadblocks
and allow the King Tigers to drive westward
down the roads and force a general American
withdrawal to the western towns.
The battle continues.
Turn Five: 1600 Hours
The German player rolls a 7 + 1 = 8, and
the snowstorm still does not arrive (the
roll gets a +1 modifier starting this turn).
Neither side has taken enough losses to reduce
their initiative, and the Germans beat the
Americans on initiative by one activation.
The northernmost Volksgrenadier battalion
and its accompanying Engineer company activates.
Its lead units assault the Americans who
pulled back from the northernmost roadblock
last turn, while its remaining units move
south to an assault position on the Americans
holding the crossroads and more units pile
onto the road behind the roadblock. Opportunity
fire from the hill to the southwest is ineffective,
and with an American INF and a Lieutenant
both demoralized in he assault hex the remaining
disrupted INF doesn’t stand much of
a chance. The Germans roll a 4 on the 18
column to inflict a step loss on the disrupted
INF and demoralize the other step, and also
inflict compound demoralization on the other
already-reduced INF to wipe it out (2 German
VPs total). The Americans inflict no damage
in return.

American mortar fire is ineffective, and
then the southern Volksgrenadier battalion
activates its forward units to blast the
roadblock there at point-blank range, demoralizing
the already-disrupted American HMG there.
American offboard artillery is ineffective,
and then the GREN and STUG protecting one
of the Nebelwerfer batteries fire point-blank
on the remaining American INF that attacked
the Nebelwerfers. The Germans roll a 12,
scoring a 2X result that obliterates the
INF platoon (2 German VPs). The Nebelwerfer
in the hex with the GREN and Stug fires at
the demoralized American INF that fled from
the attack, but the fire is ineffective.

With their southern positions crumbling,
the American Sergeant in the southeastern
town presses the assault to try and finish
off the Volksgrenadiers there so he can pull
back to the secondary southern roadblock.
Once again he rolls very well, scoring an
M2 result that demoralizes the Volksgrenadier
unit in the hex (the Germans score no damage
in return).
Germans offboard artillery fire is ineffective,
and the Americans stage a Captain and an
INF unit forward to a new roadblock position
just west of the northern Volksgrenadiers
while an M36 tank destroyer platoon moves
up onto the northeastern hill and into a
firing position on the King Tiger company
that’s waiting for the northern roadblock
to fall.

The other Nebelwerfer battery hits the roadblock
at the northern crossroads and disrupts the
American HMG platoon there, and an American
INF platoon stages forward from a western
town hex to the roadblock on the northwestern
board. German mortar fire is ineffective,
and an M4 Sherman platoon starts working
its way northeastward away from the Volksgrenadiers
and toward a crossfire position on the King
Tigers. The last German mortar shot is ineffective,
and the American INF at the roadblock two
hexes southeast of the northern crossroads
recovers morale. This leaves the Germans
with little choice but to throw more troops
into the roadblock assaults to prevent the
HMG at the crossroads assault hex from recovering
morale.
A Lieutenant, two fresh GREN and an HMG
pile into the crossroads assault hex while
the demoralized, reduced GREN fails to recover
and exits it. Meanwhile, another Lieutenant
and two more GREN move southwest and adjacent
to a demoralized American INF (this also
gets them out of the friendly fire zone around
the assault hexes). The dug-in Americans
at the crossroads get first fire and roll
very well once again, inflicting a step loss
on a GREN (1 American VP) and demoralizing
the other step of that unit plus the HMG!
The remaining GREN and its Lieutenant roll
a 1 and do no damage. This roadblock assault
is going nowhere at a very high cost. The
Americans at the roadblock then add insult
to injury by recovering the morale of their
HMG.
The other roadblock assault goes somewhat
better, with first fire from the Americans
demoralizing a GREN unit but leaving the
German HMG intact, and the HMG and its Lieutenant
rolling a 5 on the 13 column to kill an American
INF step (1 German VP) but not breaking the
morale of the other INF step while disrupting
the American Lieutenant there. The already-demoralized
GREN in the hex recovers morale, boding well
for next round’s assault.
The Lieutenant who was leading the attack
on the Nebelwerfers retreats northeast to
join his remaining demoralized INF, and the
Tiger II company on the northern road decides
the roadblock isn’t going to be breached
and starts offroading around it. The demoralized
Americans who withdrew from the northernmost
roadblock fail to recover and exit the assault
hex they’re in, and are wiped out by
the German free shot (1 German VP).
The turn then ends on recoveries and redeployments,
with a Lieutenant taking a fresh GREN into
the southeastern town to try and rescue the
demoralized Volksgrenadiers there, the demoralized
GREN unit in the assault hex there failing
to recover and getting obliterated by the
American free shot as it exits the hex (2
American VPs), the demoralized American HMGs
at the southeastern roadblock recovering,
and the M18 Hellcat having to pull back into
the woods on the southern road since the
offroading King Tigers to the north are now
in a position to spot it.

The Volksgrenadiers took a beating at the
roadblocks this turn but the Americans had
it even worse, and the score is now America
33, Germany 8.
Turn Six: 1615 Hours
The German player rolls a 4 + 1 = 5, and
there’s still no snow. German initiative
is still just barely holding on at 3, but
American initiative drops to 0. The Germans
beat the Americans by one activation and
a Captain with a +1 combat bonus combines
the fire of two GREN units with a Tiger II
unit to fire point-blank on the southern
roadblock. They roll an 11 on the 30 column,
scoring a 2X result that wipes-out the HMG
platoon (2 German VPs) and leaving nothing
but their Lieutenant, who passes the M2 morale
check.

The American Sergeant who wiped out the
Volksgrenadiers in the southeastern town
reacts by pulling out of the town and up
onto the hill with the Shermans, and the
German Lt. Colonel exploits the roadblock
breach and takes a GREN platoon plus two
HMG platoons down the road toward the next
roadblock (displacing the American Lieutenant
along the way). Said roadblock opens fire
on him, but he and his GREN unit pass all
the morale checks. The Shermans on the hill
hold their fire, since the King Tigers would
obliterate them if they revealed their position.

American offboard artillery hits the Lieutenant
at the leading edge of the German advance
on the northern hill, and demoralizes a GREN
unit. Nebelwerfer fire is ineffective, and
the Sergeant who activated the Nebelwerfers
takes two GREN units northeast to finish
off the Lieutenant and the disrupted INF
unit that fled from him. The INF hits them
with point-blank opportunity fire, and on
the second shot scores a 2X result that wipes-out
an entire GREN unit (2 American VPs)!

American mortars self-spot against two ENG
units on the northern road and disrupt one
of them. German offboard artillery fire hits
the 40-meter hilltop west of the Volksgrenadiers
again and disrupts an AT gun battery there.
Fire from the other American mortar unit
is ineffective, and with no other artillery
support to be had the lead Volksgrenadiers
on the northern hill advance. They assault
the disrupted, reduced INF unit that fled
from a roadblock and move a GREN company
up to an assault position against the Americans
on the 40-meter hill. Opportunity fire from
the hill is ineffective, and the M36 tank
destroyer platoon has to pull back to avoid
being assaulted next turn. The assault eliminates
the reduced INF unit (1 German VP), and the
disrupted GREN recovers.

The turn then ends on a Fog of War roll,
meaning the other Volksgrenadier battalion
and the King Tigers with it get left behind.
The score is now America 35, Germany 11.

Turn Seven: 1630 Hours
The sun hits the horizon and visibility
drops to 10 hexes, but the German player
rolls a 7 + 1 = 8 and the snow still does
not arrive. German initiative drops to 2,
but the Germans still beat the Americans
by one activation. German offboard artillery
hits the Sergeant on the southern hilltop
before he can move west and reinforce the
roadblock, and the fire demoralizes the Sergeant
but does not break the morale of his INF
and I&R unit. Those units run for the
roadblock immediately, because they can still
do it as long as no German combat unit is
between them and it. The Germans to the northeast
open up with opportunity fire, and combined
fire from two HMGs demoralizes both American
units before they can reach the roadblock!
The Sergeant recovers morale.

American mortar fire from the 40-meter hill
is ineffective, and the Germans go up the
hill. The lead GREN unit assaults the mortars
and a GREN and an ENG unit move to an assault
position on the INF and AT gun at the north
end of the summit. The Germans make it through
point-blank opportunity fire in good order,
but the assault on the mortars does no damage
to either side.

American offboard artillery fire hits a
three-high stack of GREN units just north
of the northern hill (the ones that wiped-out
the Americans from the northernmost roadblock),
and rolls a 3 on the 42 column for an X result
that kills a GREN step (1 American VP) and
disrupts all three GREN units! The Colonel
in command of the Volksgrenadiers activates
most of those that got left behind last turn
and gets them moving westward while a Captain
tries to rally the just-disrupted units.
Opportunity fire from the INF blocking the
road ahead of the Colonel is ineffective,
and two disrupted GRENs recover.

The Americans at the northern crossroads
are now officially being bypassed, so they
counterassault the largely-demoralized Germans
in their hex in hopes of eliminating them
and attacking the Volksgrenadiers in the
rear. The roadblock force attacks on the
24 column while the Germans defend on the
13 column. The Americans should have stayed
behind their sandbags; they roll a 1 on the
attack while the Germans roll a 4 on defense.
Still, a 1 on the 24 column is an M1 result,
which does compound demoralization to a reduced
GREN unit and eliminates it (1 American VP).
The M2 result the Germans score on defense
demoralizes the American Lieutenant commanding
the roadblock, but amazingly his INF and
HMG both hold morale!
More GRENs rush the 40-meter hill west of
the roadblock, and then the disrupted INF
that fled from the Nebelwefers but eliminated
an entire GREN unit last turn rolls a 3 and
demoralizes the Sergeant leading the remaining
GREN against it (the GREN is OK). The Germans
then try to finish off the Americans at the
roadblock southeast of the crossroads, and
they demoralize the INF unit there along
with its Lieutenant while the demoralized
GREN in the hex recovers morale. American
mortar fire to the south is ineffective,
and the King Tiger company bypasses the northern
roadblock. German offboard artillery fire
is ineffective, and the M36 tank destroyer
unit moves northwest to a position just behind
the roadblock on the next hill to the west
on the northern road.

Nebelwerfer fire is ineffective, and the
INF at the roadblock the M36 platoon just
moved behind starts digging itself in. More
Nebelwerfer fire is ineffective, but a StugIIIG
unit that was with the Nebelwerfer moves
southwest to a firing position on the Shermans
on the hill. That will force the Shermans
to either fire at the Stugs and thus expose
themselves to obliteration by King Tigers,
or to retreat ignominiously and hide behind
the hill (if they move anywhere else they’ll
get blasted by opportunity fire from the
King Tigers). But the Americans take a third
option for now, using the special move-and-fire
ability of their M18 Hellcat unit. It moves
southeast two hexes and fires one shot at
the Stugs from a hex which the King Tigers
can’t spot. Unfortunately, the Hellcats
roll a modified 8 and miss . . .

. . . and the turn ends abruptly on a Fog
of War roll. That means the Shermans can’t
fire on the Stugs and save the Hellcats from
counterfire next turn. If the Germans get
initiative the Hellcats are toast. The score
is now America 37, Germany 11.
 Turn Eight: 1645 Hours
Visibility drops to eight hexes, and the
Germans roll a 7 + 1 = 8 and the snow is
still nowhere to be seen. The Germans beat
the Americans by two activations, and the
American tankers start praying.
First a German lieutenant with a +1 combat
bonus combines point-blank fire from 3 x
GREN + an ENG on the INF and AT gun on the
40-meter hilltop. They roll an 11 to wipe
out the AT gun and an INF step and demoralize
the other INF step (2 German VPs). Then the
Stugs blast the Hellcats, scoring a hit on
the first shot to kill a Hellcat step but
missing on the second shot (2 German VPs).
But the remaining Hellcats become demoralized.
Honor will not allow the Shermans to just
sit there and watch this, so they surrender
to certain death and fire on the Stugs. They
miss with both shots, and the King Tigers
fire at the now-revealed Shermans and obliterate
them with one shot (4 German VPs). The American
armored counterattack on the southern Volksgrenadier
battalion goes horribly, horribly wrong.

The American Lieutenant commanding the southern
roadblock directs the AT gun there to fire
at the Stugs while trying to rally the demoralized
INF and I&R that got that way heading
for the roadblock. The AT gun rolls a modified
8 and misses, and both demoralized units
fail their morale check and flee westward.

German offboard artillery fire at the southern
roadblock is ineffective, and American offboard
artillery fire hits the Colonel at the head
of the German northern advance and disrupts
a GREN with him. Nebelwerfer fire is ineffective,
but the American mortar unit on the southern
hill rolls a 3 and breaks the morale of two
two HMG units on the road near the southern
roadblock (one disrupted, one demoralized)!
More Nebelwerfer fire is ineffective, and
the INF at the second roadblock west of the
northern German advance finishes digging
in. The Colonel advances westward and off
the northern road, clearing a path for the
King Tigers. Opportunity fire from the Americans
on the road ahead is ineffective, and a disrupted
GREN in the road recovers morale.
The brilliant, disrupted American INF that
failed to hurt the Nebelwerfers but has been
slaughtering Volksgrenadiers fails to do
any damage this time, and then the Tiger
II company moves west to a firing position
on the Americans in the road ahead of the
northern German advance.

The reduced, demoralized M18 Hellcat unit
fails to recover morale and flees west (getting
out of Stug range in the process), and then
a Lieutenant jumps into the assault on the
American mortars on the 40-meter hilltop
but neither side scores any damage. The M36
tank destroyer platoon on the hill west of
the King Tiger company then takes advantage
of a once-in-a-lifetime opportunity: It has
a shot at the King Tigers but doesn’t
have to worry about exposing itself to counterfire
next turn because the setting sun will drop
visibility to six hexes, and the range to
the Tiger IIs is seven hexes. They take the
shot but roll horribly and miss.
More GRENs in the north advance while others
recover, and an M4 Sherman unit near the
north edge heads eastward to engage a leaderless
GREN and also get outside next turn’s
visibility range from the King Tigers. More
Germans recover, and then the Americans at
the now-bypassed crossroads try again to
wipe out their attackers. The Americans do
much better this time, rolling a 5 on the
18 column to kill a GREN step and disrupt
the other, demoralize the German Lieutenant
and kill an HMG step through compound demoralization
(2 American VPs). But the demoralized American
Lieutenant there fails to recover morale
and exits the hex, while the INF and HMG
unit remaining in the hex pass their morale
check. The Germans then wipe out the last,
demoralized reduced INF unit at the roadblock
two hexes southeast of the crossroads (1
German VP), displacing the demoralized Lieutenant
there.

The turn then ends on recoveries and redeployments,
with HMG opportunity fire from the southern
roadblock disrupting an oncoming GREN, and
the demoralized, reduced INF on the 40-meter
hilltop right next to the King Tiger company
rolling a 2 to recover to good order.

So at the end of the second hour of battle,
the Germans have repulsed an armored counterattack
to the south with hideous losses, and they’ve
bypassed the roadblock at the northern crossroads
at a cost of numerous GREN steps lost. They’re
poised to pour massive fire into the next
set of roadblocks to the west, so unless
that snowstorm arrives soon the Germans can
expect to push onto the western boards by
the end of Hour 3. The score now stands at
America 39, Germany 20.
Will Mother Nature come to the aid of the
Americans and slow the Tiger IIs to deprive
the Volksgrenadiers of their support? Tune
in next time and find out!
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