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Army Group South Ukraine #6 - Consternation Road to Berlin #73 - She-Wolves of the SS
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It Starts
Spearhead Division #13
(Defender) Germany vs United States (Attacker)
Formations Involved
Germany 11th Panzer Division
United States 3rd "Spearhead" Armored Division
United States 414th Infantry Regiment
Display
Balance:



Overall balance chart for SpDv013
Total
Side 1 0
Draw 0
Side 2 2
Overall Rating, 2 votes
5
4
3
2
1
4
Scenario Rank: --- of 913
Parent Game Spearhead Division
Historicity Historical
Date 1945-03-25
Start Time 05:30
Turn Count 22
Visibility Day
Counters 125
Net Morale 0
Net Initiative 0
Maps 3: 22, 23, 25
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 184
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Delaying Action
Exit the Battle Area
Inflict Enemy Casualties
Urban Assault
Conditions
Anti-infantry Wire
Minefields
Off-board Artillery
Randomly-drawn Aircraft
Smoke
Scenario Requirements & Playability
Elsenborn Ridge Maps + Counters
Spearhead Division Base Game
Introduction

While the Americans had captured an intact bridge over the Rhine River at Remagen on March 7, so far they had not been able to push their eastern bridgehead far enough from the river to stop artillery fire from falling on the bridge. At dawn on the 25th Spearhead moved out to see if they could put an end to that problem and perhaps reach Altenkirchen.

Conclusion

Seeing the buildup and knowing what would follow, the Germans planned a pre-emptive early morning attack of their own. On moving forward Combat Command A immediately ran into problems that slowed their advance to a crawl while Combat Command B confronted a large number of panzers. In tough fighting Spearhead overcame the enemy and pushed forward over ten miles. The division staff ordered its troops to secure Altenkirchen on the following day and prepare to exploit eastward as there was little organized resistance beyond that objective.


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).
  • Open-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables, but DO take step losses from X and #X results (7.25, 7.41, 7.61, BT, DFT). If a "2X" or "3X" result is rolled, at least one of the step losses must be taken by an open-top AFV if present.
  • 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
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
  • Self-Propelled Artillery: do not provide the +1 Assault bonus, even if closed-top (SB)
  • Anti-Aircraft Weapon Carrier: apply a -1 modifier to an air attack if within three hexes of the targeted hex (15.14).
  • APC – Armored Personnel Carrier: These are Combat Units, but stack like Transports. They can transport personnel units or towed units. They are not counted as combat units for the +1 stacking modifier on the Direct Fire and Bombardment Tables (4.4). They may be activated by regular leaders and tank leaders (1.2, 3.34, 4.3, 5.43). They do not provide the +1 Assault bonus (ACC).
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.

Display Order of Battle

Germany Order of Battle
Heer
  • Motorized
Luftwaffe
  • Towed
United States Order of Battle

Display Errata (3)

3 Errata Items
Overall balance chart for 20

The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(Shad on 2010 Dec 15)
Overall balance chart for 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)

Display AARs (1)

Spearhead Division, scenario #13: It Starts
Author JayTownsend
Method Solo
Victor United States
Play Date 2023-11-11
Language English
Scenario SpDv013

Spearhead Division, scenario #13: It Starts

This looked good on paper and had a lot of victory conditions and many unit types and Spearhead Division is one of my favorite PG supplements that I hadn’t played in a long time, so I picked this one. I played it offend on all day between Brazilian Professional Soccer and American College Football games.

The Americans and Germans can both achieve victory points and defensive setup and offensive attack methods could be very different results every game played. I wasn’t sure I did either to the best of my ability but enjoyed trying. I will not go into a long AAR that this one could be but say I had an American Major Victory, 68 points to 50 points but I am sure I missed a few points trying to keep track of all of them. If I would have setup the Germans a little differently, that might have had a better result. At first the Americans took a lot of armor losses and I thought they would lose but by the end, they overcame this and turned the tables on the Germans. Overall, a good scenario and wouldn’t mind playing it again.

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