The German offensive in the Alsace province, Operation NORDWIND, had tried in multiple locations to pierce American defensive positions. Although some local successes were obtained, American lines remained broadly intact. As the operation entered its final days, the Germans committed their last main offensive weapon, SS-Panzer-Division 10 "Frundsberg." Starting from a bridgehead on the west bank of the Rhine, this unit attempted to penetrate American lines around Weyersheim. This thrust had limited success. Turning northward, the SS attacked the key town of Haguenau. This attack would coincide with other German elements moving in from the north of town. If successful, the Germans could surround a number of American infantry units assigned to defend this area. For the German plan to succeed, the SS troopers had to capture the small town of Kaltenhouse, located southeast of Haguenau.
Attacker: German (SS) (Bataillon III, SS-Panzergrenadier-Regiment 22 and Abteilung I, SS-Panzer-Regiment 10, SS-Panzer-Division 10)
Defender: American (E and K Companies, 242nd Infantry Regiment, 42nd Infantry Division with supporting Tank Destroyers)
6 turns
Players: 2 OBA: None Night: No
Unit Counts:
Squads: A:17.0 D:14.0
AFVs: A:8
PzKpfw VG x 2 PzKpfw IVJ x 2 SPW 251/2 SPW 251/1 x 3
Came down to the last turn. My 9-1 leader and a hero had to survive Defensive Fire to win the game. Both failed for a German win.
2024-02-17
(A) Andy Goldin
vs
Bruce Stevenson
A
American win
This is one of those scenarios where you ask yourself how it made it through playtesting. We used the German balance based on play results and I don't think it helped. The real problem is the Germans don't have enough time to do everything required for a win. In six turns, they have to cross the stream on bridges (only), cross two sets of open ground, capture three factories, capture the 4-hex building, and capture a fifth factory for the win. A very good player who has everything go his way could pull it off, an average player probably won't.
In my game I placed the Mk4s on the hilltop where they laid smoke effectively but waited too long to pull them off (along with the 9-2 and HMG, which were not effective there past turn 3). I managed to get into the 4-hex building with the sN smoke from the Panthers but lost a platoon of 658s and an 8-1 to a 30FP attack (2 squads and an MMG) and a rate tear. Lacking sufficient combat power to continue, I conceded at the end of Turn 5.
2024-01-14
(D) Paolo Cariolato
vs
Federico Mazzucchelli
American win
Our game went down to the last turn. Federico was able to briefly take 5 factories for the 5th turn, but i was able to retake the fifth, and was able to enter one of the others. In his last turn he tried to take the 5th but had no men to do the job just an half squad and 2 Panthers that tried to overrun my men. I panther was killed by APDS and the other just went into meele but was not able to retake the factory. so I walked in more men and won. It was and hard fought 7 hours scenario. The German has overwhelming power but need to focus very well on the victory conditions. it's easy to lose focus and forget the american has the last turn to counterattack.
2023-12-31
(A) Eric Partizan Eric
vs
American win
2023-10-11
(D) Andy Bagley
vs
Neil Brunger
American win
Another scenario where the attacker has to cover a lot of ground, much of it open, to reach the VP locations. Here, they crossed the bridges with little trouble but then got bogged down in the woods just beyond - first by HIPsters and then by an American 60mm mortar firing multiple rounds. Progress elsewhere was better and the Germans took four factories fairly quickly. However, they lost most of their tanks in the process whilst the Americans avoided major casualties. By turn 5 it was evident that the Germans didn't have enough strength to take either of their remaining victory objectives, so my opponent conceded.
2023-09-02
(A) walter mcwilliams
vs
Al Salzman
American win
A Schwepunktesque offering. No time for the Germans to dally or over come bad luck or bad play. Halfftrack 81mm provided a few rounds of smoke to cover the crossing sights which, Al chose not to interdict the crossing but his mandatory hipsters managed to bag some Germans. Lost the mortar to boxcar and both pz4 to bazooka after bad play on my part. We played on to the end but the Germans began their final turn with little hope so I called it. Hard to say where this one will end up from a balance perspective but it plays fast so should see a good amount of tournament play.