Panzer Grenadier Battles on October 24th:
Afrika 1944 #22 - PAKfront Leyte '44 #12 - Flying Wedge
Fronte Russo #9 - Potemkin Village Leyte '44 #13 - Failure at Buri Airfield
Red & White #28 - Bastion
Errors? Omissions? Report them!
Kottenich
Spearhead Division #8
(Defender) Germany vs United States (Attacker)
Formations Involved
Germany 3rd Panzergrenadier Division
Germany 47th Volksgrenadier Division
United States 3rd "Spearhead" Armored Division
Display
Balance:



Overall balance chart for SpDv008
Total
Side 1 4
Draw 1
Side 2 3
Overall Rating, 8 votes
5
4
3
2
1
4
Scenario Rank: 141 of 1093
Parent Game Spearhead Division
Historicity Historical
Date 1944-11-16
Start Time 13:00
Turn Count 15
Visibility Day
Counters 29
Net Morale 1
Net Initiative 2
Maps 1: 22
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 132
AAR Bounty 168
Total Plays 8
Total AARs 1
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Anti-infantry Wire
Minefields
Off-board Artillery
Reinforcements
Severe Weather
Smoke
Scenario Requirements & Playability
Elsenborn Ridge Maps + Counters
Spearhead Division Base Game
Introduction

Third Armored Division’s Combat Command B sent forward two task forces, each roughly equivalent in force. Task Force Lovelady was to move on Kottenich. In keeping with the “heavy” nature of the division, Lt. Col. William Lovelady’s command brought a large number of armored vehicles to the encounter. Success would depend on careful use of those weapons.

Conclusion

While Task Force Mills met spirited resistance, Task Force Lovelady found the going much easier and despite their late start secured Werth and Kottenich before dark. Their biggest problem during the day was some German armor on Hill 232 that accounted for five Shermans before return fire knocked out a tank and the firing from that quarter stopped. The 47th Volksgrenadier Division had just been rebuilt in late September after being destroyed at Mons. Transfers of men from the Luftwaffe and Navy made up about half of the division while raw recruits made up about a third. The other men and the majority of the officers were veterans of the Eastern Front. They learned quickly; according to the First Infantry Division the 47th Volksgrenadier represented “the most suicidally stubborn unit this division has encountered in its campaigns on the continent.”


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)
  • 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).

Display Order of Battle

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

Display Errata (3)

3 Errata Items
Scen 8

This scenario's victory conditions do not specify the maximum number of steps that the attacking American side may lose to claim a Major Victory. I suggest that the US Major Victory conditions be restated as follows:

"American Major victory: Control ALL town hexes at the end of play AND lose no more steps than the German side (tanks count double)."

(treadasaurusrex on 2026 Jul 25)
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 54

The movement allowance on the counters in Airborne is misprinted. It should be "3."

(rerathbun on 2012 Jan 30)

Display AARs (1)

TF Lovelady Steamroller
Author dxdavieau
Method Solo
Victor United States
Play Date 2026-09-24
Language English
Scenario SpDv008

This is short, sharp action that was surprisingly exciting. There were lots of very good die rolls and also lots of very bad ones. The Germans drew weak leaders and set up to defend all 4 town hexes. This off course means they were very spread out. The ATG & mortars set up in the woods to cover the eastern approach. They also drew a lethal 3 pt minefield, but nobody entered it. The Jg IV/70 arrived on turn 5 but missed its only shot. The 50mm ATG was able to fire about 10 times but scored no kills on the M4s (I use the 4AF for the M4s). They did brew up a loaded M3 late in the game along with a platoon & a leader! (careless move by the Amis). The Americans approached along the western edge, swept around to the town in 0809 and captured it in assault. Great combined arms action with the M4s reducing the defenders before the assault, then following in next turn. US artillery fired every turn but was ineffective. Both sides' trusty Brandt mortars did great work, getting MCs even against town hexes! 2 leaders deserted in this game, one from each side. the 'big' town fell early as well, surrounded by M4s the defenders crumbled, and were finished off by the engineers. Germans surrendered on Turn 12 with just an HMG, ATG, and 81mm with no leaders. Americans held all 4 town hexes. This was a fun game & I'd play it again.

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