Before our friend Mr
Ray departs again for the USA I set up a WWII Battle of the Bulge Rapid Fire
game at the SESWC. I supplied the troops,
scenario, buildings and the SESWC the scenery.
Mr Ray Neal and Tim Wilson commanded the Germans, Bart Zynda and Campbell
Hardie the Germans whilst I umpired.
German armor start on Stoumont road |
Last stand of the GIs at burning Roua |
This held up the attack
on Stoumont. The German reserves
appeared on turn 3. The infantry unit moved to reinforce the advance on
Stoumont and the other units moved to join the attack on Roua. The attack on Roua went well for the Germans
and the engineer’s flamethrower set fire to both the buildings and the
defenders were wiped out as they emerged from the blazing buildings. The Panther trying to maneauvre on the road
from Roua was heavily damaged by the concealed M36 which was heavily damaged in
return but managed to expend all its ammunition.
The German armour supporting
the attack on Stoumont suffered an ignominious fate – the Sd251/9 and the
Wirbelwind were both destroyed by direct hits by mortar bombs and the Panzer IV
was destroyed by Joe from da Bronx who made a heroic action and hit the tank with
his bazooka. However the German infantry managed
to storm 2 of the buildings in the town.
Joe from da Bronx gets the Panzer IV! |
Wirbelwind hit by mortar fire |
At that point we had
to end the game. It was a draw with the
Germans holding 4 of the buildings. The
US still had both their Shermans in action with the Germans reliant on their
remaining seriously damaged Panther.
More photos and
descriptions on flickr
The
game is based on Kampfgruppe Peiper’s attack on the village of Stoumont on 19th
December. The game lasts 15 turns.
German
objectives
To
win: capture Stoumont and drive all US
forces from the buildings.To draw: occupy and hold a minimum of of 4 buildings in Stoumont and/or Roua.
US
Objectives
To
win: prevent the German force from
achieving its objectives above.To draw: prevent the German force from holding more than 4 buildings at the end of the game.
Small Arms Fire
German infantry firing groups add +1 to their fire effect rolls.
Observation
The
first 3 turns are played in mist which reduces visibility to 12 inches. Roll from turn 4 for the mist to lift on a D6
score of 3-6.
Movement
The
ground is muddy. Reduce all of road vehicle
movement by 1/3rd.
US Order of Battle
All troops REGULAR
3rd
Btn, 1119th RCT, 30th Inf Div - test @ 20 casualties
HQ: CO + 5 figs inc 60mm mortar, lt truckCoy A: 10 figs inc Bazooka
Coy B: 10 figs inc Bazooka
Coy C: 10 figs inc Bazooka
Wpns Coy: 11 figs with HMG, MMG, 81mm mortar, 57mm ATG, 3 jeeps, truck
Support
Coy
B 743rd Tank Btn: 2 M4 75mmCoy A 823rd Tank Destroyer Btn: 2 57mm ATG, 6 crew, 2 M3 ½ TR
(ea 57mm has 3 rounds of APDS - AT 2 at short and medium range)
C Coy 110th Tank Destroyer Btn: M36 TD (Note - immobile with only 4 shots!)
Deployment
US
troops must deploy west of the line US-US except for 1 coy of infantry which
must be deployed within 8” of Roua for the first 8 moves.
Note
Support
coys are independent units.
Daisy
chain of mines
The
US battalion has a single daisy chain of mines to use only on roads. One figure must reach the roadside to deploy
the mines. Test only for the first
vehicle to cross.German panzergrenadiers and paras move on Roua |
German
order of battle
All
troops ELITE
Initial Force
Btn
HQ: CO + 5 figs, Sd251/3 Cmd
9th
Coy: 8 figs, panzerfaust, Sd251, Sd251/9
75mm*9th Eng Coy: 8 figs, panzerfaust, flamethrower, demo, Sd251/7 Eng
Para Coy: 11 figs, mmg, panzerfaust
Tank Coy: Panther, Panzer IV
Reinforcements
Tank
Coy: Panther, Wirbelwind SP AA
11th
Coy: 10 figs, panzerfaust, 2 Sd25112th Coy: 120mm Mtr, 3 crew, Sd251, Sd250/9 75mm *
*
count as 3 figs for morale
Note
Tank
coys are independent units. All others
test as a single unit on 20 casualties
Deployment
All
German troops enter on the south road to Stoumont. No German AFVs can operate south of the
Stoumont road. Reinforcements can be diced for from turn 1 – needing a D6 score of 3-6 to succeed – and appear 2 turns later.