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Elsenborn Ridge
Scenario 22: 'St.
Vith: The Fall,' Part 3
By Doug McNair
July 2008
The Volksgrenadiers push to within a kilometer
of St. Vith (the large town on the northwestern
board) in today’s episode of my Elsenborn
Ridge Scenario #22 replay. Last
time, the Germans repulsed an armored counterattack
on their southern flank while bypassing the
first roadblock on the northern road and
massing forces in front of the next roadblock.
The Americans have inflicted severe losses
on the Volksgrenadiers but have taken even
worse, so they’re hoping that continued
fighting on the roads will weaken the Germans
enough that they won’t be able to take
the western towns once they get there.
The predicted snowstorm should help with
that, slowing the Tiger II tanks so American
artillery and HMG fire has more time to weaken
the Volksgrenadiers. The +2 bonus which each
snowstorm roll gets this hour should help,
but Old Man Winter has been less than helpful
to the GIs thus far and the Americans aren’t
holding their breath.
The battle continues.
Turn Nine: 1700 Hours
Visibility drops to six hexes as night falls,
and the German player rolls 5 + 2 = 7 and
the snow still doesn’t arrive. German
initiative is still 2 to America’s
0, and this time the Germans beat the Americans
by two activations. A Lieutenant with a +1
combat bonus forms a fire team against the
reduced INF that just recovered morale on
the 40-meter hill by the northern road. He
scores an X result that wipes out the INF
(1 German VP) and disrupts the Lieutenant
who was leading it. The Tiger II company
just north of the 40-meter hill then opens
fire on the American INF on the road just
ahead, but the Americans pass the morale
check.

American offboard artillery hits the Colonel
leading the northern German advance and scores
an X result that kills a GREN step (1 American
VP) but fails to shake the Colonel’s
morale or that of the other GRENs with him
(it just barely fails to kill the Colonel
himself, rolling a 4 – 1 = 3 for leader
losses). German offboard artillery is ineffective,
and so is American 57mm AT gunfire and Nebelwerfer
fire.
An M4 Sherman step that got blocked from
infiltrating the German rear pulls back west,
and more Nebelwerfer fire is ineffective.
The incredible INF platoon that failed to
hurt the Nebelwerfers but has slaughtered
half the Volksgrenadiers sent to destroy
it continues its slaughtering ways, rolling
a 12 on the 11 column for an X result that
kills another GREN step (1 American VP) and
demoralizes the other step plus the Sergeant
leading it.

With no more artillery to call on, the Volksgrenadier
companies leading the northern advance move
adjacent to the American roadblock, using
light woods for cover where possible. Opportunity
fire from that roadblock plus the roadblock
in the hill to the west is ineffective.

The leaderless Americans at the roadblock
to the east then try to wipe out the last
of the Volksgrenadiers assaulting them so
they can start firing on the German rear,
and they succeed, rolling a 5 on the 18 column
to kill the last GREN step in the hex (1
American VP) and demoralize the Lieutenant
leading them (he is displaced from the hex).
The Germans want those Americans to remain
leaderless, so the Major who coordinated
the failed assault on them activates and
tells his men to capture the demoralized
American Lieutenant who fled from the roadblock.
A Captain and an HMG move north into his
hex, but the Germans roll a 6 and he escapes
into the hex just to the west. No more men
can be committed to capturing just one man,
so the Major sends his two remaining HMG
platoons west while trying to rally a Lieutenant
and three more platoons. The demoralized
Lieutenant rallies but the demoralized, reduced
HMG with him does not and flees east, and
one disrupted GREN recovers. The American
Lieutenant tries to recover morale so he
can rejoin his units at the roadblock, but
he fails and flees north.

The turn then ends on a Fog of War roll.
The score is now America 42, Germany 21.

Turn 10: 1715 Hours
Visibility drops to four hexes, and the
Germans roll a 2 + 2 = 4 and there’s
still no snow. German initiative is still
2, and the Germans beat the Americans by
one activation. A Lieutenant with a +1 combat
bonus combines point-blank fire on the second
roadblock on the northern road, and just
barely manages to disrupt the INF unit there.
The Colonel then jumps in with his two GREN
units (one full-strength and one disrupted)
and assaults the hex, but the Americans do
superbly on defense and disrupt the Colonel
and his half-strength GREN while demoralizing
his full-strength GREN. The Americans immediately
counterassault and roll a 6 on the 9 column,
wiping out the reduced GREN and doing another
step loss to the demoralized GREN through
compound demoralization (2 American VPs)!
But the Volksgrenadiers die bravely for their
Colonel and demoralize the American INF,
so now all the units in the hex are demoralized.
The Germans then fire point-blank on the
leaderless roadblock to the east and demoralize
the HMG unit there (eliminating a huge worry
for the German Major). The 57mm AT gun fires
again at the StugIIIG on the southern road
but misses, and then the Germans on the 40-meter
hill to the north send some units to the
roadblock while sending others into the assault
on the mortars on the hill. American first
fire is ineffective, but the Germans roll
poorly and only manage to disrupt one of
the mortars.

Because of the decreasing visibility, no
American leaders are able to spot for artillery
against the northern Volksgrenadier battalions,
so American OBA hits the southern Volksgrenadiers
and demoralizes a GREN unit. German OBA and
Nebelwerfer fire is ineffective as American
units near the southern roadblock recover
morale. The Volksgrenadiers there move on
the roadblock before the rallying Americans
can rejoin it, and the HMG platoon at the
roadblock wreaks havoc on them, scoring a
X result that kills a GREN step (1 American
VP). A GREN that got demoralized by American
OBA fails to recover morale and flees, but
three other German platoons recover to good
order while more Germans advance on the roadblock.

The Incredible Disrupted Platoon fires and
kills the demoralized German Sergeant and
his last GREN step through compound demoralization
(1 American VP). The German mortars get a
move on so that same platoon doesn’t
head north and destroy them.
The Americans at the bypassed roadblock
to the north fire on the German Major while
trying to recover the morale of their HMGs.
They disrupt a GREN with the Major, but the
American HMG fails to recover and flees.
Opportunity fire from German HMGs to the
west inflicts a step loss on them through
compound demoralization (1 German VP). The
German Major sends a GREN unit after the
fleeing Americans while trying and failing
to help two disrupted GRENs recover.

The turn then ends on redeployments and
recoveries, with a Tiger II unit driving
up to the southern roadblock to join the
Stugs there and an M4 Sherman unit moving
to a crossfire position should the Tiger
II company on the northern hill move westward
down the road. The score is now America 46,
Germany 22.

Turn 11: 1730 Hours
Visibility drops to two hexes, and the Germans
roll a 6 + 2 = 8 and the snow is still holding
off. German initiative drops to one, and
the Americans finally win an initiative roll,
by two activations!
The HMG at the southern roadblock fires
point-blank on the GRENs while the 57mm AT
gun fires at the Stugs. Unfortunately, the
HMGs roll poorly and only manage to disrupt
a reduced-strength GREN, and the AT gun misses
the Stugs. Then American offboard artillery
hits the same hex and does much better, demoralizing
the Lieutenant and the full-strength GREN
in the hex.
Then the Germans pile more units into the
assault hex on the northern road, where all
the existing units are demoralized. The assault
kills an American INF step (1 German VP)
but still leaves a demoralized INF step blocking
the road, but it also kills the American
Captain leading the INF. Fire from the American
INF at the roadblock to the east is ineffective,
and then the Tiger II and Stug platoons fire
point-blank on the southern roadblock and
score an X result that kills an HMG step,
demoralizes the other step and disrupts the
Captain commanding the HMG (1 German VP).
The GREN units in the neighboring hex recover
morale but their Lieutenant does not and
flees north. American mortar fire hits the
GRENs by the southern roadblock again but
is ineffective, and more Germans advance
on the roadblock while a Captain heads east
to retrieve a demoralized GREN.

The Incredible Disrupted Platoon recovers
to good order, and German mortars head west
to get the hell away from it. The American
HMG that fled from the northeastern roadblock
fails to recover and flees south (avoiding
an assault from neighboring GRENs), and a
Lieutenant moves past the secondary northern
roadblock to a spotting position on the next
roadblock to the west. Opportunity fire from
that roadblock does not harm the Lieutenant
but demoralizes both ENG units moving with
him. A long-demoralized American INF on the
southern road still fails to recover, and
German offboard artillery fire against the
third American roadblock on the northern
road is ineffective.

The turn then ends on a Fog of War roll
after recoveries on both sides and a few
more German units moving west. The score
is now America 46, Germany 24.

Turn 12: 1745 Hours
The Germans roll an 8 + 2 = 10, and the
clouds thicken but there’s no snow
yet. The Germans beat the Americans by one
activation, and they assault the southern
roadblock before the reduced, demoralized
American HMGs there can recover. But the
Americans are still dug in and get first
fire, and they roll a 6 on the 5 column to
score an M2 result that demoralizes every
single German in the assault including the
Tiger II platoon! Beyond the ignominy, the
Germans are now extremely vulnerable to counterassault
by the rapidly-recovering INF and I&R
units just to the west. The assault on the
American 57mm AT gun on the road to the northwest
has no effect.

The Sergeant just west of the assault sends
an INF unit adjacent to the now-demoralized
Germans while the I&R unit next to him
recovers morale. German offboard artillery
then hits the third roadblock on the northern
road and disrupts the Lieutenant commanding
it plus the INF unit there, but not the more-important
HMG. The leaderless INF at the northeastern
roadblock fires point-blank at a GREN unit
and demoralizes it! The Germans are then
finally able to wipe out the demoralized
American INF at the second roadblock (1 German
VP), pulling a disrupted GREN out of the
assault hex at the same time to make way
for the Tiger IIs.
The Incredible now-Undisrupted Platoon charges
south to finish the job on the Nebelwerfers,
and a Nebelwerfer battery fires on it with
no effect. American mortar fire and more
Nebelwerfer fire is ineffective, then the
perpetually-demoralized INF unit on the road
just west of the southern roadblock fails
to recover and has to flee from the encroaching
German HMGs.
The Germans assaulting the mortar batteries
on the 40-meter hill to the north continue
to perform miserably, with their Lieutenant
becoming demoralized and a GREN becoming
disrupted (they do no damage at all). The
Tiger II company on the northern road then
drives straight up to the third American
roadblock, moving into spotting range of
the M36 tank destroyers and daring them to
fire.
The M4 Shermans have to move closer to get
into a crossfire position due to the maximum
visibility of 2 hexes, but if they do that
they’ll be assaulted by the GRENs just
north of the road. No hex that’s not
adjacent to a GREN can get them a crossfire
position, so they pull back westward.
The Lieutenant commanding the GRENs right
behind the King Tigers activates and tries
to rally his ENG units, and one recovers
but the other flees. The M36 tank destroyer
then fires at the Tiger IIs and rolls a modified
9 to bounce shells off one of them. Two German
HMG platoons then move up just behind the
Tiger IIs, and American opportunity fire
from the roadblock is ineffective.

The demoralized American HMG at the southern
roadblock fails to recover morale but escapes
the hex unharmed because the demoralized
Germans can’t fire at it on the way
out. The turn then ends on a Fog of War roll
after some ineffective fire and recoveries.
The score is now America 46, Germany 25.

Turn 13: 1800 Hours
The snowstorm dieroll bonus goes up to +3,
and the German player rolls a 7 + 3 = 10
and the lowering clouds still drop no snow.
The Americans win initiative by one activation,
and they have to make an agonizing choice:
let the M36 tank destroyer fire twice more
at the King Tigers before it gets obliterated,
or let the INF by the southern roadblock
assault the German tanks there while they’re
still demoralized (thus quite possibly killing
a King Tiger unit in the process). They give
the tank destroyers a last hurrah, but roll
miserably and score no hits.
The Germans breathe a sigh of relief and
roll to recover their demoralized tanks by
the southern roadblock, and both of them
plus the Lt. Colonel and reduced GREN with
them recover! That’s a huge blow to
the Americans, who take out their frustrations
on the Nebelwerfers by sending the Incredible
Platoon in to assault them. But they roll
poorly and do no damage, and then two King
Tiger platoons fire point-blank on the northern
roadblock while a third obliterates the M36
tank destroyers (4 German VPs). The tanks
roll an 11 on the 22 column for an X result
that kills an INF step and demoralizes the
other step along with the Lieutenant commanding
the roadblock (1 German VP). But the HMG
there is still in good order.
The Americans there try to recover morale
so their Lieutenant can spot for offboard
artillery, and he does but his reduced, demoralized
INF flees. German offboard artillery hits
the roadblock but the Americans there pass
the morale check, and then American offboard
artillery replies by hitting a three-high
stack of HMGs and a GREN on the road, demoralizing
a Lieutenant and all three German units in
the hex!
The demoralized GREN by the roadblock to
the east rolls a 2 and recovers all the way
to good order, but fire from the neighboring
Americans demoralizes it again. Then a German
captain takes two GRENs adjacent to the roadblock
to the west, but opportunity fire from the
HMG at the roadblock demoralizes one of his
GRENs and disrupts the other! American mortar
fire rolls a 2 and demoralizes an HMG on
the southern road, and an HMG and a GREN
that got demoralized by American OBA fail
to recover morale and flee east (their Lieutenant
and another HMG recover).

The Perpetually Demoralized Platoon finally
recovers, and the Germans bring an HMG into
their assault against the 57mm AT gun at
the southern roadblock and wipe it out (1
German VP). That leaves the road open for
the German tanks once they finish recovering
morale. The Americans respond by sending
their fast I&R unit west toward where
the Perpetually Demoralized Platoon recovered
to set up a new roadblock.

More northern German units advance westward
to the roadblock, and the INF unit by the
just-breached southern roadblock fires at
the breaching units while its Lieutenant
and a demoralized HMG try to recover. The
fire is ineffective but the demoralized HMG
rolls a 2 and recovers all the way to good
order! That’s a big problem for the
German tanks, who are now facing a very powerful
assault force.
The Nebelwerfer that isn’t currently
being assaulted fires at the just-recovered
Americans with no effect, and after an isolated
American HMG to the north recovers to good
order the Amazing Mortars demoralize two
more German platoons assasulting them. But
the remaining GREN rolls a 6 and manages
to demoralize one of the mortar units, and
the demoralized German leader recovers morale.
The turn then ends on a Fog of War roll.

The score is now America 46, Germany 31.
Turn 14: 1815 Hours
The Germans roll an 11 + 3 = 14, and the
snowstorm finally blows in! Maximum visibility
drops to one hex, and vehicle movement will
become slowed on Turn 17. The Germans beat
the Americans by one activation, and the
force that breached the southern roadblock
combines fire on the just-recovered Americans
in the next hex. They roll a 3 on the 30
column that obliterates an INF unit (2 German
VPs) but fails to demoralize the reduced
HMG there or its Lieutenant. So the Germans
send a GREN unit into the hex to assault
it, but the Americans pass the M2 morale
check. A German HMG recovers morale.

The American INF at the northeastern roadblock
fires point-blank on the adjacent German
HMG and disrupts it. The King Tiger company
then fires point-blank on the roadblock to
the west but the Americans pass the morale
check. The HMGs at the roadblock fire and
demoralize an adjacent GREN while the disrupted
American Lieutenant at the roadblock recovers
morale.
German offboard artillery then hits the
roadblock and the American Lieutenant becomes
demoralized. An M4 Sherman unit north of
the roadblock moves southwest toward St.
Vith, and the turn ends on a Fog of War roll
after redeployments and recoveries.

The score is now America 46, Germany 33.
Turn 15: 1830 Hours
The Germans win initiative by one activation,
and the King Tigers again fire point-blank
on the north-central roadblock. They roll
a 10 on the 30 column for an X result that
kills an HMG step (1 German VP), eliminates
the Lieutenant in the hex through compound
demoralization and leaves the remaining HMG
step demoralized. A Lieutenant and two GREN
units then jump into the roadblock hex and
assault the remaining HMG step, but the Americans
get first fire and fight bravely to the last,
demoralizing a GREN and just barely hanging
on by failing a morale check by two (failing
by 3 would have killed them due to compound
demoralization). Other Germans in the area
near the roadblock recover.
The American INF at the northeastern roadblock
fires point-blank at the HMG in the adjoining
hex and rolls a 2 for an X result that kills
an HMG step and demoralizes the other (1
American VP). The Germans then wipe out the
last HMG step by the southern road (1 German
VP) and demoralize its Lieutenant, who escapes
the hex. They also send an HMG up the road
to prevent the Americans from pushing forward
again.

The Americans on the road just ahead of
the advancing HMGs start digging in, and
German offboard artillery fire is ineffective.
Shermans pull back to St. Vith, and the King
Tigers on the southern road recover to good
order (the Stugs and GREN with them do not).
The assault on the Nebelwerfers continues
to go nowhere, German mortar fire is ineffective,
and after an isolated HMG platoon moves two
hexes west the unengaged Nebelwerfer battery
fires on the northeastern roadblock and disrupts
the American INF there. Then after some recoveries
the Germans finally manage to wipe out one
of the mortar units on the 40-meter northern
hilltop and demoralize the other (1 German
VP), while two demoralized GRENs exit the
assault hex.

The turn then ends on redeployments and
recoveries, with the demoralized mortar in
the assault hex recovering and the demoralized
HMG at the north-central roadblock failing
to recover but actually making an M1 morale
check to survive the German free shot as
it leaves the hex.

The score is now America 47, Germany 36.
Turn 16: 1845 Hours
The Germans beat the Americans by one activation,
and an assault by the lead GREN unit on the
northern road finally wipes out the demoralized
HMG step that fled from the roadblock (1
German VP), but the Americans manage to disrupt
the Lieutenant leading the assault. Nevertheless,
the road is now clear and the King Tiger
company crests the hill. Unfortunately, the
only other good order units that are available
to advance behind the King Tigers are one
GREN and one HMG. The King Tigers have to
halt on the hill since driving ahead to the
town would expose them to an American assault
with little infantry support. A nearby demoralized
GREN flees eastward while a disrupted GREN
fails to recover, so the King Tigers will
be waiting a while for support.

The Americans on the southern road finish
digging-in and form a new roadblock there,
and German units start heading up the road
toward it while others recover.

The disrupted INF at the northeastern roadblock
fires ineffectively, and recovered GREN units
start bypassing it. The turn then ends on
a Fog of War roll after redeployments and
recoveries, with several German units regrouping
on the northeastern hill. The score is now
America 47, Germany 37.

So with the game half over, the German armored
spearhead has fought its way past the last
roadblock and to within five hexes of St.
Vith, but its infantry support has broken
and run and the King Tigers will have to
wait until the Volksgrenadiers rally and
rejoin them. The southern battalion has been
cut down to company strength, so even if
they fight their way past the new roadblock
there they may not have the strength to take
the southwestern town hexes. The Americans
still have a 10 VP lead, which is enough
for a Minor Victory. Holding that lead will
depend on whether the demoralized Volksgrenadiers
on the northeastern hill can recover and
push forward in sufficient strength to support
the Tiger IIs and take St. Vith in assaults.
Can they do it? Tune in next time and find
out!
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