Panzer Grenadier Battles on April 27th:
Arctic Front Deluxe #40 - Children's Crusade Broken Axis #14 - Târgu Frumos: The Second Battle Scenario 3: Sledge Hammer of the Proletariat
Army Group South Ukraine #6 - Consternation Road to Berlin #73 - She-Wolves of the SS
Errors? Omissions? Report them!
Night of the Liberators
North Wind #6
(Defender) United States vs Germany (Attacker)
Formations Involved
Germany 25th Panzergrenadier Division
United States 14th "Liberators" Armored Division
United States 48th Tank Battalion
Display
Balance:



Overall balance chart for NoWi006
Total
Side 1 4
Draw 1
Side 2 2
Overall Rating, 7 votes
5
4
3
2
1
3.14
Scenario Rank: 649 of 913
Parent Game North Wind
Historicity Historical
Date 1945-01-08
Start Time 22:00
Turn Count 24
Visibility Night
Counters 11
Net Morale 1
Net Initiative 0
Maps 2: 10, 9
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 145
AAR Bounty 135
Total Plays 7
Total AARs 7
Battle Types
Delaying Action
Exit the Battle Area
Inflict Enemy Casualties
Conditions
Terrain Mods
Scenario Requirements & Playability
Battle of the Bulge Maps + Counters
Iron Curtain Counters
North Wind Base Game
Introduction

When the Germans shifted the weight of their offensive to the east, the twin villages of Hatten and Rittershofen became the focal point of XXIX Panzer Corps attack. After hard fighting around Hatten on the 8th, Corps Commander, Karl Dekker ordered a night tank attack to catch the "Liberators" of the 14th Armoured Division unawares.

Conclusion

The Germans hoped to take the Americans unawares, but the advance had been spotted and the 48th Tank Battalion shot up the vehicles. The bloody fight for the twin villages would go on for almost another 10 days.

Additional Notes

This scenario states that Iron Curtain is required. However, if players own Elsenborn Ridge, the pieces in that box set will cover the missing Iron Curtain pieces.


Display Relevant AFV Rules

AFV Rules Pertaining to this Scenario's Order of Battle
  • Vulnerable to results on the Assault Combat Chart (7.25, 7.63, ACC), and may be attacked by Anti-Tank fire (11.2, DFT). Anti-Tank fire only affects the individual unit fired upon (7.62, 11.0).
  • AFV's are activated by tank leaders (3.2, 3.3, 5.42, 6.8). They may also be activated as part of an initial activating stack, but if activated in this way would need a tank leader in order to carry out combat movement.
  • AFV's do not block Direct Fire (10.1).
  • Full-strength AFV's with "armor efficiency" may make two anti-tank (AT) fire attacks per turn (either in their action segment or during opportunity fire) if they have AT fire values of 0 or more (11.2).
  • Each unit with an AT fire value of 2 or more may fire at targets at a distance of between 100% and 150% of its printed AT range. It does so at half its AT fire value. (11.3)
  • Efficient and non-efficient AFV's may conduct two opportunity fires per turn if using direct fire (7.44, 7.64). Units with both Direct and AT Fire values may use either type of fire in the same turn as their opportunity fire, but not both (7.22, 13.0). Units which can take opportunity fire twice per turn do not have to target the same unit both times (13.0).
  • Demoralized AFV's are not required to flee from units that do not have AT fire values (14.3).
  • Place a Wreck marker when an AFV is eliminated in a bridge or town hex (16.3).
  • AFV's do not benefit from Entrenchments (16.42).
  • AFV's may Dig In (16.2).
  • Closed-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables. Do not take step losses from Direct or Bombardment Fire. If X or #X result on Fire Table, make M morale check instead (7.25, 7.41, 7.61, BT, DFT).
  • Closed-top AFV's: Provide the +1 modifier on the Assault Table when combined with infantry. (Modifier only applies to Germans in all scenarios; Soviet Guards in scenarios taking place after 1942; Polish, US and Commonwealth in scenarios taking place after 1943.) (ACC)
  • Tank: all are closed-top and provide the +1 Assault bonus, when applicable
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)

Display Order of Battle

Germany Order of Battle
Heer
United States Order of Battle
Army
  • Mechanized

Display Errata (1)

1 Errata Item
Overall balance chart for 41

All SS PzIVH tanks should have a movement of 8.

(Shad on 2010 Dec 15)

Display AARs (7)

North Wind; scenario #6; Night of the Liberators
Author JayTownsend
Method Solo
Victor United States
Play Date 2010-01-01
Language English
Scenario NoWi006

Another small scenario with all armor units! It is Night with special rule Visibility of two hexes instead of one but it still makes this a difficult scenario to play. I guess another chest-match.

I am not sure with the Germans if I should try to go around the edges or hit it straight on?!

Well the results are now in, as an American victory!

The Germans exited zero units, lost 9 steps and had one step of demoralized armor unit left on the board when I called the game. For the American victory, it cost 4 steps of Sherman tanks of both types; 75's & 76's. A clear victory! Being Night, causes a lot of movement. Interesting play but difficult for the Germans.

0 Comments
You must be a registered member and logged-in to post a comment.
The German Gunners Were Sharpshooters
Author KirkH
Method Solo
Victor Germany
Play Date 2010-11-15
Language English
Scenario NoWi006

Americans set up on 40m hills on eastern board but won the first turn initiative and raced two platoons of M4/76's to the crossroads on the western board. The Germans surrounded the Shermans but the other two M4/76 platoons moved westward as well to flank the German Hetzers and PzIV while the M4's stayed on the eastern board. The Germans won the first two activations for turn two and eliminated all four M4/76 platoons. After that the Germans had a large initiative advantage and used it to eliminate the final two M4 platoons to easily win the game. A fun scenario that could go either way. I'll replay it to see how different it turns out.

0 Comments
You must be a registered member and logged-in to post a comment.
This Time The American Tankers Prevailed
Author KirkH
Method Solo
Victor United States
Play Date 2011-01-02
Language English
Scenario NoWi006

Tried replaying this one to see how different it would turn out. Americans set up on 40m hills on eastern board and won the turn one initiative but passed and let the Germans advance east on the road. The M4/76's then set up flanking shots on the lead three German platoons of Hetzers and the PzIV. The US won the initiative for turn two and were able to eliminate the two Hetzer platoons. The Germans then eliminated an M4/76 platoon. By virtue of eliminating the two German platoons, the Americans gained the initiative advantage and used it to eliminate the STGs. In the end the PzIV platoon was alone and moved east to take on the M4's, but the Shermans rolled well on consecutive attacks to eliminate the final German unit. This scenario can be won by either side and can be heavily dependent on who gains the initiative in the first few turns.

0 Comments
You must be a registered member and logged-in to post a comment.
Americans Drag A Draw From The Jaws Of Certain Victory
Author vince hughes (Germany)
Method Face to Face
Victor Draw
Participants waynebaumber
Play Date 2009-08-03
Language English
Scenario NoWi006

The Germans are allocated 5 platoons of AFV's made of Hetzers, Panzer IV's and my Little Kittens, StGIII's and these advanced from the west towards the a US force of 6 M4 platoons. In a move designed to outflank the Americans, the German commander left a platoon of Hetzers to front the strong Sherman line arrayed on the higher ground before them. It was hoped these Hetzers would hold up, as well as destroy some of the enemy whilst the main German force slipped round the side of the Americans and onwards to their objective. But quick US reactions destroyed this plan very quickly.

The American M4's came down in force covered by the night sky and were, before long able to wipe out the Hetzers positioned to hold off these M4's. They also cleared up two other German platoons composed of StG's and more Hetzers. The Germans were in big trouble now. As this surprising check went on, the remaining German armour attempted to continue their drive east. Once more, numerically superior US forces headed them off and now appeared to be positioned to eliminate the remainder of the much damaged German force.

Miraculously,one platoon of M4's missed an almost point blank chance to inflict damage and this small sniff of fortune was enough to stir-up a German back-lash. Suddenly, the 75mm guns of the remaining German tanks roared out and within just 30 minutes, 5 platoons of the original American 6 platoons had been knocked out of the battle meaning that the balance had been utterly shifted the other way. A game of Cat & Mouse ensued with the 2.5 remaining German platoons trying to hunt down the last American tank platoon for victory. But the M4's managed to slip in an accurate salvo and this meant yet more StG's 'copping it', and with that the remaining Germans lipped away into the night. The battle had proven equally damaging to both sides and on this evening, nobody would be claiming victory around Rittershofen.

0 Comments
You must be a registered member and logged-in to post a comment.
Inverted Keil prevails
Author Poor Yorek
Method Solo
Victor Germany
Play Date 2012-03-30
Language English
Scenario NoWi006

US set up included the M4's and four M4/76 at the 40m crossroads of the West board (the road allowing sufficient N/S movement to head-off any German swing to the board edge. Another two platoons of M4/76s were on the 40m small hill just to the south of the main E/W road. As it turns out, this was likely a mistake.

The Germans advanced with a no nonsense inverted keil (a triangle of adjacent hexes with two forward, one back (the PzIVH). This concentration meant that any US attempt at a cross-fire bonus, given the limited 2-hex visibility, was liable itself to either possible envelopment or the fire of one "side" of the keil (or four AT shots).

After the first turn (getting just to the east of the large town on the western board), the Germans slowed down to simple cross-country movement along the road. The US had to watch for a German "end around" (Germans could win by avoiding combat and simply exiting the east edge) so 2xM4/76 shifted to the north; the 2xM4 held the road; and the 2xM4/76 on the small 40-m hill moved a bit to maintain its higher elevation advantage.

The German major commanding these elements of 25th Panzer Grenadier Division had earned his braided shoulder boards the hard way - after two years on the Russian front. Schwerpunkt! Ordering his forces south off the road, he concentrated all his force vs. the Shermans's on the hill to his East. The remaining US forces closed in for the kill.

The first five-ten minutes did not go well. The US lieutenant commanding the company of M4/76's selected the low-profiled Hexters as his preferred targets. In short order, three steps of German tank destroyers were no more. "Like shoot'n squirrel back in Kentucky, lieutenant," remarked his gunner.

Amazingly, the remaining German formation rapidly (i.e. won initiative) erupted with accurate return fire, rather than turning tail. Even with the disadvantage of shooting against the cover of higher terrain, the 75/L48 guns from the STuGs, PzIVH, ripped the US tanks. Perhaps the surviving US crews understood what the British seamen aboard HMS Prince of Wales felt as their elation turned to horror as HMS Hood was gone in a matter of moments.

After another turn, the US tanks remaining were is disarray (read demoralized). The half-step of Hetzers likewise was demoralized. The three good-order German platoons shot up one of the US units remaining, then raced eastwards off board. A US M4/76 recovered morale, caught up with the Hetzers and finished them off.

Germans: exit 6 steps, killing 10. Americas: kill 4 steps (all Hetzers)

0 Comments
You must be a registered member and logged-in to post a comment.
Nice Intro to Armored Warfare
Author Matt W
Method Solo
Victor United States
Play Date 2013-03-25
Language English
Scenario NoWi006

The heck with sight lines etc. It is night and the visibility range is 2 hexes. There are only a few places on the board where hiding is possible so this one comes down to maneuver and then a risk on the initiative roll as both sides outgun the other's armor protection. The Germans have a slightly better prospect with 4 and 5 armor against 5 and 6 AT factors for the Americans as opposed to the American's 3 armor factor against primarily 6 AT factors for the Germans. However there are more Americans and cross fire is much easier for them as they are more mobile.

In my play the Germans decided to close the range, as they almost always will since they need to move across the board and the Americans merely need to stop them. Unfortunately for them the Americans won the ensuing initiative and proceeded to rip the Germans apart. The Pz IV did get in a coupld shots before succumbing but too many vehicles were lost in the first barrage to give them a chance later on.

A bloody affair but a very, very good introduction to armored play. I don't think that the scenario itself is that gripping as it will inevitably come down to the initiative roll once the range is closed and the ensuing AT fire but as an intro to tank warfare there is little better.

0 Comments
You must be a registered member and logged-in to post a comment.
Push On to Death
Author Blackcloud6
Method Solo
Victor United States
Play Date 2011-05-07
Language English
Scenario NoWi006

This is an interesting and fast playing little scenario. It is not a bad one with which to brush up on armor rules and tactics. The US set up a defense to block a dash down the road and be able to react to any north-south movement. The Germans tried to used the Hetzers and Mk IV to threaten the center and fix the Americans on the road while the Stugs tried to boogie around the north end. Once the Stugs made contact they got bloodied so the Hetzers reinforces with the Mk IV staying to threaten the road. The US hemmed in the Hetzers and Stugs and destroyed all but one step, but took some casualties in the M4A1 platoons doing so. One remaining Stug step and the Mk IV platoon still had a chance of getting a draw and closed with the Americans but got hammered in doing so. Game over , American win with 5 steps losses to the Americans and 9 to the Germans with no Germans getting off the board.

I think this will take some very clever play for the Germans to win.

0 Comments
You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!
Page generated in 0.938 seconds.