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Scherpenseel Spearhead Division #11 |
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| (Defender) Germany | vs | United States (Attacker) |
| Formations Involved | ||
|---|---|---|
| Germany | ![]() |
12th Infantry Division |
| United States | ![]() |
3rd "Spearhead" Armored Division |
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| Overall Rating, 4 votes |
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3.5
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| Scenario Rank: --- of 1093 |
| Parent Game | Spearhead Division |
|---|---|
| Historicity | Historical |
| Date | 1944-11-18 |
| Start Time | 06:00 |
| Turn Count | 15 |
| Visibility | Day |
| Counters | 37 |
| Net Morale | 0 |
| Net Initiative | 2 |
| Maps | 1: 22 |
| Layout Dimensions | 43 x 28 cm 17 x 11 in |
| Play Bounty | 137 |
| AAR Bounty | 168 |
| Total Plays | 3 |
| Total AARs | 1 |
| Battle Types |
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| Inflict Enemy Casualties |
| Urban Assault |
| Conditions |
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| Anti-infantry Wire |
| Minefields |
| Off-board Artillery |
| Severe Weather |
| Smoke |
| Scenario Requirements & Playability | |
|---|---|
| Elsenborn Ridge | Maps + Counters |
| Spearhead Division | Base Game |
| Introduction |
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The Spearhead Division had tried to capture Scherpenseel in September in a bloody action that cost it the services of the U.S. Army’s best tank commander, Staff Sgt. Lafayette Pool, and his unstoppable Sherman “In the Mood.” Returning to the same sector two months later, a small contingent of Task Force Mills tried to drive the remaining Germans from Scherpenseel while the majority of the task force remained engaged at Hastenrath. |
| Conclusion |
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Despite the weak forces committed to the attack, the Americans ejected the German defenders from Scherpenseel and declared the village secured well before noon. American officers were worried that their lack of infantry would not allow them to repel a determined German effort to take the village back. The Germans did launch small counterattacks but were unable to muster enough men to seriously threaten Scherpenseel. With an infantry division squeezing in on each flank, VII Corps had begun planning to put Combat Command B in reserve. |
| AFV Rules Pertaining to this Scenario's Order of Battle |
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| 4 Errata Items | |
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| Scen 11 |
Dawn happens at 0830 in this scenario as per the Elsenborn Ridge rules for November 1944. Unfortunately there is no mention of when dawn occurs in the flawed Spearhead Division setup instructions. (CavDo
on 2026 Apr 06)
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| Scen 11 |
Dawn happens at 0830 in this scenario as per the Elsenborn Ridge rules for November 1944. Unfortunately there is no mention of when dawn occurs in the flawed Spearhead Division setup instructions. (CavDo
on 2026 Apr 06)
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The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France. (plloyd1010
on 2015 Jul 31)
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The movement allowance on the counters in Airborne is misprinted. It should be "3." (rerathbun
on 2012 Jan 30)
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| Try to Liberate Scherpenseel, Captain! | ||||||||||||||
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This was another fast-paced & exciting, 4-session play-through with me leading combined-arms elements of the Task Force Mills of the American 3rd Armored Division in a 15-turn battle fought in the mud-splattered, vicinity of Scherpenseel. My opponent was the tenacious & quick-thinking, Jockulus, who led dug-in, defending elements of the German 12th Infantry Division, in this intense, single map battle. Both sides drew better than average leaders. We used the FOW, smoke/illum, excess initiative, extended assault and consolidation optional rules, as well as these FOUR house rules: 1) Road Movement for Mechanized & Foot Units — All FOOT & MECHANIZED units may move on roads at the rate of 1/2 of a Movement Point (MP) per road hex, just like MOTORIZED units, 2) Standardized Movement for Mechanized Units — All mechanized units may move through clear hexes at a movement cost of only 1 movement point (MP) per hex, instead of 1 1/2. Add one to this cost if moving up, across, or down slopes hexes, 3) Towed Anti-Tank (AT) Hidden Emplacement — Unless prohibited by special scenario rules, ALL dug-in, entrenched, or town- occupying, towed AT gun units always begin scenarios in HIDDEN mode if allowed to dig-in per scenario special rules (please see Optional Rules for Hidden Units; Plotting Position; Revealing; and No Hidden Units Specified on Page 37). For example: dug-in, PaK 38 (50mm); Soviet 45mm, or British 2-pdr and/or 6-pdr towed AT gun platoons are eligible under this house rule, and 4) Armored Fighting Vehicle (AFV) Consolidation — Unless prohibited by special scenario rules, reduced 2-step tanks, and other AFV units of the same type, nationality, and morale condition may be combined to form a single, full-strength unit. Both reduced units must start their activation in the same hex and be activated by an adjacent – or same-hex – good order, Tank Leader. This action costs both units all their movement points. Remove one of the units, flip the other to its full-strength side and mark it activated. Happily, this rule set provided improved playability & simplicity during our play-through. Our intense & mud-coated, first session (game turns 1-3) featured the leading edge of a slow US column approaching the dug-in Jerries in the pre-dawn gloom. Both sides deployed illumination rounds as the GIs spread out. This allowed the German 75mm AT gun in the southern 2-hex town to eliminate 3 US steps, dropping the Yank’s initiative level. A decoy minefield on the east-west road adjoining the town was discovered during the third game turn as the GIs began probing the town while their mobile recon elements and tanks bypassed the forward-deployed Wehrmacht defenders. Victory points at the end of the session strongly favored the German side, 11-0. Capricious dice fates ruled this second session, in what proved a frustrating, pre-dawn (game turns 4-7) encounter. Oddly, given the number of illumination shots expended, very few steps were lost, and then only to the American side. This included a lucky strike by the German 75mm Pak40 unit on a solitary tank platoon. Meanwhile, the mud-slowed GIs were not able to come to grips with the German garrison in the 2-hex village in spite of overwhelming firepower. With all illumination rounds now expended by both sides, the attack proceeded in the low visibility gloom. The victory points at the end of the session strongly favored the German defenders, at 13-0. The quick-moving, third session (game turns 8-11) consisted of the mud-splattered American mechanized infantry finally penetrating town Hex 0606 in a relatively successful close assault as dawn arrived & visibility improved. In the north, the now-enlivened, German garrison sallied and eliminated a section of M-5 light tanks – while a section of M-8 Greyhound armored cars was also eliminated by accurate, long-range Wehrmacht AT fire. The victory points continued to strongly favor the German defenders, at a revised total of 15-3. Our action packed fourth session (game turns 12-15) featured the Americans finally liberating a single, muddy town hex and contesting another in fierce fighting. The fates smiled on a number of GI close assault & morale die rolls leading to the loss of: 6 German steps and only a single American step. Nevertheless, the final victory point tally indicated a German minor victory at 14-11 -- the scrambling GIs missing a draw by a single step loss! There were 7 FOW-shortened game turns in the 15 played. This was a fun-to-play, costly, slow-developing, but surprising scenario, with many opportunities for mud-impaired maneuver, as well as plentiful decision points. All in all, it was a challenging & entertaining battle, that rates a 5 in shared play with a challenging opponent. I recommend it for both SOLO and SHARED play. |
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SpDv010

